Title: Custom Cards
Description: Here I go...
Yakura - January 17, 2007 09:15 AM (GMT)
I'll try to be fair this time around
Black Mage Lv3
***
Dark
Spellcaster/Effect
ATK 1100/DEF 200
Tribute this face-up monster during your standby phase to special summon one "Black Mage Lv5" from your hand or deck.
Black Mage Lv5
*****
Dark
Spellcaster/Effect
ATK 2100/DEF 1200
Negate the activationof a spell or trap card that designates this card as a target and destroy it. Tribute this face-up monster during the end phase of a turn that this card has destroyed a monster as a result of battle to special summon one "Black Mage Lv7" from your hand or deck.
Black Mage Lv7
*******
Dark
Spellcaster/Effect
ATK 2600/DEF 1900
This card can only be special summoned by the efect of "Black Mage Lv5". Discard one card from your hand tyo negate the activation of a spell or trap card and destroy it.
Dark Sphere
Spell
This card can only be activated when there is a face-up DARK monster on your side of the field. Remove the face-up DARK monster from play. Special summon one "Sphere Token" to the field. (4 star, Fiend, Dark, ATK ?/DEF?). The ATK and DEF of the "Sphere Token" are equal to the ATK and DEF of the monster remoed from play by this effect. When the "Sphere Token" is destroyed, special summon the monster that was removed from play.
Mesmerized by Your Strength
Trap
This card can only be activated during the battle phase. Reduce the ATK of one monster on your opponent's side of the field by the ATK of the attacking monster until the end of the turn.
Faulty Equipment
Equip Spell
This card can only be equipped to monsters on yor side of the field. Decrease the ATK of the monster equipped with this card by 1500 during the battle phase. Negate the effects of cards that increase or decrease the ATK or DEF of a monster as long as this card remains face-upo on the field. This card is not included.
Hope these make more sense than my previous ones.
Yakura - January 18, 2007 01:38 AM (GMT)
Rubberman
*******
Earth
Fiend/Effect
ATK 1100/DEF 700
This card cannot be destroyed as a result of battle. When this card is attacked, destroy the attacking monster. Damage calculation is reduced by half. Pay 1500 lifepoints during each of your standby phases. This is no optional.
Mark of the Scorpion
Ritual Spell
This card is used to Ritual Summon "Scorpion King". You must also send monsters from your field and/or hand to the graveyard whose total levels equal eight or more.
Scorpion King
********
Dark
Insect/Ritual/Effect
ATK 2400/DEF 2500
This card can only be summoned by the effect of "Mark of the Scorpion". You must also send monsters from your field and/or hand to the graveyard whose total levels equal eight or more. Negate the effects of effect monsters destroyed by this card as a result of battle. This card is unaffected by your opponent's spell cards that target 2 or more monsters on the field.
Not much inspiration, but I like making up cards so....
ChaosCommandMagician - January 18, 2007 01:25 PM (GMT)
The Scorpion King's final effect is moot. There is no spell (as far as I'm aware) that targets 2 or more monsters on the field. Perhaps you could make the final effect "Control of this card cannot switch."? That I believe would make more sense. Other than that, pretty good cards.
Yakura - January 18, 2007 08:08 PM (GMT)
I think I worded it wrong. Though "Control of this card cannot switch" is pretty good, I was actually trying to make him immune to cards like Dark Hole and Raigeki. Anyway, thanx for the tip.
CPU
*******
Light
Machine/Effect
ATK 0/DEF 3200
Increase the ATK of all Machine monsters on your side of the field by 500. Negate the effects of Flip Effect monsters destroyed by Machine monsters on your side of the field.
Ultimate Processing Chip
Equip Spell
This card can only be equipped to "CPU". Send one Machine monster with 3000 or more ATK from your hand to the Graveyard. Increase the ATK of a monster equipped with this card by 3000.
Wireless Keypad
*****
Light
Machine/Effect
ATK 2000/DEF 0
Control of this card cannot Switch as long as "CPU" remains face-up on the field.
Wireless Mouse
***
Light
Machine/Effect
ATK 900/ DEF 50
This card can attack your opponent's lifepoints directly as long as "CPU" remains face-up on te field.
Wirless Printer
****
Light
Machine/Effect
ATK 1500/DEF 800
When a machine monster on your side of the field is destroyed and sent to the graveyard, send one card from your hand to the graveyard to special summon the monster. You can only use this effect while "CPU" is in play.
Backup File
Trap
You can only activate this card if "CPU" on your side of the fied is destroyed and sent to the graveyard. Special Summon one "External Hardrive" to your side of the field.
External Hardrive
*****
Light
Machine/Effect
ATK 1000/DEF 2000
Ths card's name counts as "CPU" as long as it remains face-up on the field. If "CPU" is on the field, you cannot summon this monster. If "CPU" is summoned while this card is on the field, destroy this card.
System Crash
Trap
You can only activate this card When "CPU", "Wireless Keyboard", "Wireless Mouse", and "Wireless Printer" are on your sid of the field, select and activate one of the following effects:
-Destroy all Monsters on the field
-Destroy all Spell and Trap Cards on the field
-Send both players hands to the Graveyard.
Yes, I am bored AND truly disturbed...
Yakura - January 22, 2007 04:31 AM (GMT)
Burning Titan
Fire
Pyro/Effect
ATK 300/DEF 300
*****
This Monster cannot be normal summoned or set. This monster can only be special summoned by removing four Pyro-Type Cards in your graveyard from play. This card's effect depends on its postion...
Attack position:
When this card attacks, increase the Attack of this card by 500 for each card that your opponent has on the field and in their hand until the end of the damage step.
This card may attack your opponent's life points directly.
Defence position:
If this card is played in Defense position, increase the defence of this card by 500 for each card on the field.
This card cannot change its battle position.
Flame of Fallen Souls
Continuous Spell
This card can only be activated if there is a "Burning Titan" on your side of the field. Destroy all cards on your opponent's side of the field and in their hand and remove them from play. As long as this card remains on your side of the field, your opponent pays 500 lifepoints for each card they have removed from play and must skip their draw phase for the next three turns. You cannot attck or draw as long as this card remains face-up on the field.
Castle In the Skies
Field Spell
Pay 5000 lifepoints points to activate this card. As long as this card remains on the field, increase the ATK and DEF of all Spellcaster, Warrior, Fairy, and Dragon-type monsters on your side of the field by 1000 points. During your opponents end phase, select one monster from your side of the field. The selected monster can attack your opponent's life points directly on your next turn. Negate all battle damage to your lifepoints as long as you have a Spellcaster on the the field. Increase your life points by 500 for each card you and your opponent draw.
Last Chance
Spell
You can only activate this card when you have one monster on your side of the field and you have 3000 lifepoints or less. Inflict 3000 points of damage to your opponent's lifepoints, and inflict damage equal to the total attack and defense of the monster to your opponent's lifepoints. Destroy the monster at the end phase.
Chain of Fate
Trap
When your opponent declares an attack, select one monster on your side of the field, return the monster to your deck and special summon the strongest monster of that type from your deck, hand, or graveyard.
Acid Rain
Continuous Trap
Destroy all of your opponent's monsters during the end phase of the turn that they are normal, flipped, or special summoned.
The Broken Door
Continuous Spell
Negate the activation of any card that targets 1 or more spellcasters on your side of the field and destroy it.
Finisher
Spell
You can only play this card when your opponet has 7000 lifepoints or more and you have 500 lifepoints or less. reduce your opponent's lifepoints to zero.
Orb of Tornami
Equip Spell
This card can only be equipped to Water-type monters. When a monster with this card attacks, reduce the ATK of all non-WATER monsters on your opponent's side of the field by 1000.
Silence
Continuous Trap
Pay 3000 Lifepoints. As long as this card remains in play, negate the effects of all other cards.
I was really bored....
ChaosCommandMagician - January 22, 2007 04:38 PM (GMT)
Some of these actually aren't bad. The Burning Titan would make some pyro-burn decks worth running. Flame of Fallen Souls is ALMOST overpowered. The one heavy price being that you have to have Burning Titan face-up on the field.
Castle in the Sky is actually underpowered for its cost. I suggest reducing the cost to 4000 LP for two reasons: 1, 5000 is overkill, and 2, for only those effects, it's not great.
Last Chance should require an additional payment of LP for its effect. Otherwise, you could get a powerful monster out, and then decimate the opponent in one move if your LP are low enough.
The Broken Door is an interesting card. It'd fit in great with spellcasters considering that it only affects card that target.
Acid Rain is interesting, but should require some sort of cost to you.
Silence is definitely a card that should require a 5000 LP cost. Although it does affect you, you could much more easily control the game with the right deck.
Overall, great cards. I would like to see more.
Yakura - January 23, 2007 11:00 PM (GMT)
Actually, I was gonna make castle in the sky a 3000lp payment, but I though 5000 would be fair. Now that I've reread the effect, i see what ya mean. Last Chance was built to be a one-turn kill. That's why i called it that name, cause it was literally your "last chance for victory". (Yes, I know, bad pun). I think I should have made Acid rain affect both sides of the field. And yeah, Silence does deserve to cost more.
Needle Arm
Trap
You can only activate this card while a face-up Plant type monster on your side of the field is being attacked. Reduce the ATK of the attacking monster by 300 for each of its levels.
Cyber Impact
Counter Trap
This card can only be activated when the effect of "Cyber Jar" is activated. Send all monsters draw who cannot be summoned by the effect of "Cyber Jar" to the graveyard.
Cyber Judgement
Counter Trap
This card can only be activated when the effect of a monster with "Cyber" in its card name is activated. The effect becomes "Your opponent sends all cards in their hand to the graveyard." Your opponent then draws 1 card.
Can't Touch This!
Trap
This card can only be activated when your opponent activates a card that takes control of 1 or more monsters on your side of the field. Negate the activation of the card and take control of 1 monster on your opponent's side of the field.
Duel Field Breakdown
Spell
This card can only be activated when both you and your opponent have 3 cards or less in your hand. Send all cards on the field to the graveyard, then flip a coin and call it. If you call it right, neither you nor your opponent may place cards on the field until the end phase your third turn after activating this card. If you call it wrong, neither you nor your opponent may draw until your opponent's end phase.
(I wonder if I should change that last one...)
ChaosCommandMagician - January 24, 2007 01:18 PM (GMT)
Duel Field Breakdown actually isn't that bad. It's Can't Touch This! that is a problem. How long will you have control of the monster is one issue. Other than that, pretty good. Although Cyber Impact isn't worth running. Cyber Judgement isn't really runable either because most cyber monsters have continuous effects.
Yakura - March 14, 2007 07:14 PM (GMT)
Can't Touch This lasts until your next standby phase, or at least that's the plan. And since you didn't do this guy, I'll finish off the Titans.
Earth Titan
Earth
Rock/Effect
ATK 0/DEF 4000
*******
As long as this card remains in defense position, it is unaffected by spell cards.
Space Sage
Dark
Spellcaster/Effect
ATK 200/DEF 300
***
Flip a coin and call it. If you call it correctly, send all cards in your opponent's hand to the graveyard. If you call it wrong, send all cards in your hand to the graveyard and reduce your lifepoints by 1000.
Time/Space Warlock
Light
Spellcaster/Fusion/Effect
ATK 1000/1000
****
[Time Wizard + Space Sage]
This can only be summoned by a fusion summon. Once per turn, you can roll one six-sided die. If the number rolled is a 1 or 3, destroy all monsters on your opponent's side of the field. If the number rolled is a 2 or 4, send all cards in your opponent's hand to the graveyard. If the number rolled is a 5, inflict 1000 points of damage to your opponent's lifepoints. If the number is 6, end your current turn.
darkpaladindude - March 15, 2007 03:32 PM (GMT)
Nice cards, but Acid Rain is already an official yugioh card, except it has the effect of destroying all machine type monsters.
Yakura - March 17, 2007 02:38 AM (GMT)
| QUOTE (darkpaladindude @ Mar 15 2007, 09:32 AM) |
| Nice cards, but Acid Rain is already an official yugioh card, except it has the effect of destroying all machine type monsters. |
O_O .....Seriously. I didn't know that....
oops...
my bad, I seriously did not know that.
Yakura - March 28, 2007 02:29 AM (GMT)
Some more time wizard support.
Time Roulette
Quickplay Spell
Pay 1000 lifepoints to activate this card. Tribute one "Time Wizard" on your side of the field and roll one six-sided die. The effect of this card depends on the number rolled:
1- reduce the ATK of all monsters on your opponent's side of the field by 1000 until the end of the turn.
2 or 3- the turn count moves forward 3 turns.
4- reduce the ATK of all monsters on your side of the field to 0 until the end of the turn.
5- send all non-monster cards in both you and opponent's hands to the graveyard.
6- end your turn
And now, something new for me to do:
Gigaton Gravity Dragon
Dark
Dragon/Effect
ATK 2450/DEF 1500
*******
This card cannot be normal summoned or set. This card can only be special summoned by removing three DARK Spellcaster-type monsters in your graveyard form play. As long as this card remains on the field in face-up Attack position, monsters on your opponent's side of the field whose ATK is equal to or higher than this card's original ATK are switched to defense position and cannot ATK.
Gravira: The Gravity Witch
Dark
Spellcaster/Effect
ATK 1900/2250
*****
When this card destroys a monster as a result of battle, equip 1 "Gravity Counter" to this card. Reduce the ATK and DEF of all monsters on your opponent's side of the field by 150 for each "Gravity Counter" equipped to this card.
Gravity Ball
Dark
Fiend/Effect
ATK 300/DEF 100
***
When this card is destroyed and sent to the graveyard by your opponent's card effect, special summon one monster with "Gravity" in it's card name from your hand or deck. When this card is destroyed and sent to the graveyard as a result of battle, special summon on monster with "Gravity" in it's card name from your graveyard.
Gravity Warp
Counter Trap
This card can only be activated during your opponent's turn. When your opponent special summons a level 5 or higher monster, discard 2 cards from your hand to remove it from play.
Gravitic Warp
Normal Spell
This card can only be activated during your turn. Add one monster with "Gravity" in it's card name from your graveyard to your hand.
Gravity Driver
Dark
Machine/Effect
ATK 1000/ DEF 1300
****
If there only level 5 or higher monsters on your opponent's side of the field, this card can attack your opponent's lifepoints directly.
Anti-Gravity Ray
Trap
You can only activate this card while there is a face-up monster on your side of the field with "Gravity" in it's card name. Return one monster on your opponent's side of the field to their deck.
I'll make more some other time. I need to go to bed.
Yakura - April 12, 2007 01:37 AM (GMT)
I have had ZERO inspiration as of late, so this is all I could come up with.
Graviton Flux
Continuous Spell
This card can only be activated while there is a face-up monster on your side of the field with "Gravity" in its card name and "Gravity Bind" is face-up on the field. As long as this card remains in play, monsters on your side of the field are unaffected by the effect we sucks "Gravity Bind".
Sorry for the lack of cards, but like I said: I have had ZERO inspiration as of late.
Hades the Dark - April 12, 2007 03:12 AM (GMT)
Nice Gravity cards Yakura, i mean i would of never thought of making cards that would work with Gravity Bind. *:D*
Neo Exodia - April 12, 2007 03:28 PM (GMT)
Nice work. Keep it you. like the cards btw.
Yakura - May 11, 2007 01:58 AM (GMT)
thanx, and sorry I took so long for so few cards.
Shadow Light Dragon
Light
Dragon/Fusion/Effect
ATK 3400/DEF 2700
********
[Red Eyes Black Dragon + Blue Eyes White Dragon]
This card can only be summoned by a fusion summon. Increase the Attack of this card by 200 for each dragon-type monster on your side of the field. When this card is destroyed and sent to the graveyard as a result of battle, special summon the fusion material monsters use in the fusion summon.
Shinning Darkness Dragon
Light
Dragon/Fusion/Effect
ATK 3500/DEF 2800
********
[Blue Eyes Shinning Dragon + Red Eyes Darkness Dragon]
This card can only be summoned by tributing one "Shadow Light Dragon" on your side of the field OR by fusion summon. This card cannot be special summoned for the graveyard. Increase the ATK and DEF of this card by 500 for each dragon-type monster in the graveyard. This card is unaffected by your opponent's spell, trap, and monster cards.
Dragon Fang
Equip Spell
This card can only be equipped to Dragon-type monsters. Increase the ATK of a monster equipped with this card by half during the Battle Phase.
Dragon Hammer
Spell
This card can only be activated while there is a Dragon-type monster on your side of the field. Destroy one monster on the field and inflict damage to your opponent's lifepoints equal to the DEF of the monster.
More later.....
ddrfreakkuya - May 12, 2007 05:08 PM (GMT)
d00d, these are pretty good. Being kind of difficult, but not too much, makes them really balanced.
Yakura - July 13, 2007 04:44 PM (GMT)
Sorry for not logging in for so long. I kinda lost internet on my computer. :pff: *grumbles*
Anyway, my idea factory is still on the fritz right now so I'll post something later. bye.
Anzu - July 14, 2007 09:10 PM (GMT)
Cyber Harpie's Winged Minion
Attrib: Wind
Type: Winged Beast/Effect
Level:4
Atk: 1500
Def: 2100
When this monster is Normal Summoned, Flip Summoned, or Special Summoned, you gain 1000 Life Points. When this monster is destroyed as a result of battle, special summon another one in defense mode from your deck to the field. In addition; when this monster goes to the grave from the field, inflict 1000 damage to your opponent's Life Points.
Text: "Don't beware of their claws. They are the least of your problem."
Voo Doo Doll
Attrib: Dark
Type: Fiend/Effect
Level:4
Atk: 0
Def: 0
When this monster is Normal Summoned, Flip Summoned, or Special Summoned, you can take control one of your opponent's face up monster. When their another monster on the field, your opponent can not select this monster as a target of an attack. In addition; when this card is removed from the field, the controling monster is removed in the same way.
Hellraiser
Attrib: Fire
Type: Pyro/Effect
Level:8
Atk: 100
Def: 4000
This monster can only be Normal Summoned by paying 2000 Life Points. This card can attack your opponent's Life Points directly. Each time this card inflicts damage to your opponent, increase this monsters ATK by 1000. When this monster attacks, it is changed into Defensive Position at the end of the Damage Step. In addition; while this card is on the field, Spells and Traps cards are negated.
Infernal Hellspawn
Attrib: Dark
Type: Fiend/Effect
Level:7
Atk: ?
Def: ?
The ATK and DEF of this card becomes 200 points for every card in your hand. This card can attack your opponent's Life Points directly. When this card inflicts Battle Damage to your opponent's Life Points, your opponent skips his/her next Draw Phase. In addition; as long as this monster is on the field, you can negate the activation of a Spell or Trap Card by discarding a card from your hand.
Fallen Angel
Attrib: Light
Type: Fiend/Effect
Level:7
Atk: ?
Def: ?
The ATK and DEF of this card becomes 500 points for every card in your Graveyard. When a Spell or Trap Card is activated, increase this monster's ATK and DEF by 500 points. In addition; When this monster attacks your opponent directly, you are inflicted 1000 damage to your Life Points.
Text: She's just trying to get back in good grace with those she has wronged.
Yakura - July 25, 2007 06:06 PM (GMT)
i don't mean to be rude, but you're suppose to make your own topic for cards. This one is mine. You're cards are pretty good, but hellraiser and and infernal hellspawn are a little too powerful.
Anyway, here's some cards....
Petrified Forest
Continuous Trap
Discard one Plant-type monster from your hand. As long as this card remains in play. Plant-type monsters on your side of the field cannot be destroyed as a result of battle.
Tag!!!
Trap
Select one monster on your side of the field and add it to your hand. Then Special summon one monster of the same type from your hand.
Dance of shadows
Trap
This card can only be activated by when a DARK fiend-type monster on your side of the field is being targeted for a battle attack. Flip all monsters on your side of the field into face-down defense position and shuffle their positions on the field.
Dance of the Dead
Trap
Pay half your lifepoints. Special summon as many monsters from your graveyard as you can summon to your side of the field. The monsters summoned by this effect return to the graveyard at te end of the turn
That's all for now...
Ketosaiba - July 25, 2007 06:58 PM (GMT)
me likes Nate, and dawn of the dead is a gy version of rftdd niiiiice
Sanctity - August 4, 2007 01:56 AM (GMT)
How about:
Desperate Gain
Spell-Quickplay
Reduce your life points to 100 draw three cards from your deck.
Spam rocks.
Flame Champion - August 7, 2007 07:43 PM (GMT)
| QUOTE (Sanctity @ Aug 3 2007, 09:56 PM) |
How about:
Desperate Gain Spell-Quickplay
Reduce your life points to 100 draw three cards from your deck.
Spam rocks. |
lol
| QUOTE |
Flash-Bang Normal Spell
Select one monster on your opponent's side of the field. Discard any number of cards from your hand, and inflict damage to your opponent's lifepoints equal to the monster's level X the number of cards discarded. If your opponent takes more than 2000 points of damage this turn, destroy the selected monster. |
How lame would that be?
Sanctity - August 7, 2007 08:03 PM (GMT)
| QUOTE |
Flash-Bang Normal Spell
Select one monster on your opponent's side of the field. Discard any number of cards from your hand, and inflict damage to your opponent's lifepoints equal to the monster's level X the number of cards discarded. If your opponent takes more than 2000 points of damage this turn, destroy the selected monster. |
ewwwwwww.
I still <3 you.
Yakura - September 24, 2007 03:47 AM (GMT)
.....I'm back.
God Hammer Punch
Spell
Selected one Level 7 or higher EARTH warrior-type monster on the field and tribute it. Select one monster on your opponent's side of the field and destroy it. Then inflict 1500 points of damage to your opponent's lifepoints.
Double Team
Continuous Spell
Ths card can only be used during a tag team duel. During the battle phase, when you attack a monster on the opponent's side of the field, your partner can attack during that turn once for each monster you have attack. (example: If you have two monsters on your side oif the field and they botyhe attack, your partner can have up to two monsters on their side of the field attack during your battle phase)
War Reaping
Trap
You can only activate this card when both your and your opponent have 5 monsters on your respective fields and you have less than 1500 lifepoints. Destroy all monsters on the field and increase your lifepoints by 500 for each card that is destroyed by this card's effect.
Sorry for the long wait. I kinda fell out of the loop beacuse I stopped watching Yugioh.
Yakura - December 9, 2007 10:06 PM (GMT)
Berserker Charge
Quickplay Spell
This card can only be activated when you have a Normal monster on your side of the field with 2000 attack or more. double the attack of the monster until the end phase of the turn. The monster targeted by this card is destroyed at the end of the turn.
Life Shield
Trap
When your opponent attacks, pay 2000 lifepoints to reduce the attack of all monsters on your opponent's side of the field unti the end of the turn.
Sealing!
Counter Trap
This card can only be activated when your opponent activates a Ritual Spell card. Discard 3 cards from your hand to negate the activation of the spell card and remove all Ritual Spell cards in your opponent's deck from play.
Sorry guys, my idea factory is running SEVERLY low right now...
Sanctity - December 22, 2007 05:34 AM (GMT)
Do the noodle dance obv.
You love situation and situation loves me.
Solid Soldier - December 25, 2007 12:26 PM (GMT)
| QUOTE (Sanctity @ Aug 7 2007, 02:03 PM) |
| QUOTE | Flash-Bang Normal Spell
Select one monster on your opponent's side of the field. Discard any number of cards from your hand, and inflict damage to your opponent's lifepoints equal to the monster's level X the number of cards discarded. If your opponent takes more than 2000 points of damage this turn, destroy the selected monster. |
ewwwwwww.
I still <3 you.
|
so whats the most you could get ou tof that card? maybe 8-10 damage rofl. great card. you have to have 2001 cards in your hadn to destroy the monster
Yakura - April 15, 2008 02:33 AM (GMT)
PLEASE STOP SPAMMING IN MY TOPIC. THANK YOU.
Dark Sacrifice
Ritual Spell Card
This card is used to special summon "Soul Eater". You must sacrifice 1 level 7 or higher DARK Fairy and 1 level 7 or higher LIGHT Spellcaster from the field.
Soul Eater
**********
Dark
Fiend/Effect
ATK 1000/DEF 1000
This card cannot be destroyed as a result of battle. When a monster is destroyed and sent to the graveyard while this card is face-up on the field, increase the ATK of this card by 1000. When this card destroys a monster as a result of battle, it can attack again. Decrease the ATK of this card by 1000 during each of your end phases.
Bezel Charm
Equip Spell
This card can only be equiped to a Machine-type or Spellcaster-type monster. When this card is equipped to a Machine-type, increase the ATK of that card by 400 for every monster it destroys as a result of battle. If this card is equipped to a Spellcaster-type, increase the ATK of that card by 400 for each spell card activated.
Black Hole
Trap
This card can only be activated when "Dark Hole" has been played. Remove any monsters destroyed by the effect of "Dark Hole" from play.
Wormhole
Counter Trap
This card can only be activated when "Black Hole" has been played. Select up to 5 of your monsters that were removed from play by the effect of "Black Hole" and summon them to your side of the field.
Do Over
Trap
You can only activate this card when your oppnent negates and destroys one of your spell or trap cards. This card gains tha effect of the card that was negated by your opponent.
Eye of Dashi
Equip Spell
This card can only be equipped by a Thunder-type monster. When a monster equipped with that card attacks, destroy one monster on the field.
ChaosCommandMagician - April 16, 2008 05:35 PM (GMT)
Guess who's back?
Your last set of cards aren't that bad. Eye of Dashi needs a rebalance, as a thunder-type monster could easaily just destroy all of the enemy monsters by simply triggering replays until it attacks directly.
Bezel Charm needs a little more clarification, and I suggest adding a counter method to help keep track of the spells that count towards its effect.
Do Over is pretty broken, except based on its text, it can only be activated if your card was chain link 1, since its a normal trap.
Worm Hole and Black Hole I guess are reasonable. I just don't see them seeing much, if any, play due to Dark Hole's limits.
TopDecking Samurai - April 17, 2008 07:46 AM (GMT)
I would love if do over was real, fun card.
Haou - May 1, 2008 10:22 PM (GMT)
Those cards look awesome.
Yakura - May 23, 2008 10:08 PM (GMT)
Thanx. I should have some new ones soon.