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Will you make a card?

Sure, I'm full of ideas. 0.50767085076709 50.8% [ 728 ]
Nah, I'll just watch. 0.18688981868898 18.7% [ 268 ]
(Poll whore option.) 0.30543933054393 30.5% [ 438 ]
Total Votes:[ 1434 ]

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"Am I an angel ready to ascend into Heaven..."User Image

At the End of Fear: Oblivion
Continuous Trap
Activate only if your opponent has more than 10 cards in his/her graveyard. During each player's End Phase, banish 5 cards from your opponent's graveyard (if there is less than 5, banish all of them). Cards cannot leave your opponent's graveyard except as a result of this card's effect. If your opponent has no cards in his/her graveyard, you automatically win the Duel. You can only control 1 "At the End of Fear: Oblivion".


User Image"... Or a demon ready to fall into the abyss?"

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sagethewanderer
Willexia Rennar
DOPPLEGAGAGAGANGERS
(Art: Gagaga Girl surrounded by a bunch of mannequins dressed as her.)
Quick-Play Spell Card

Activate only the only monsters you control are face-up non-Token "Gagaga" monsters. Special Summon as many "Gagaga Tokens" (DARK/Spellcaster/Lv 1/0 ATK/0 DEF) as you can in face-up Defense Position. These tokens cannot be used as Synchro Material. Non-Token "Gagaga" monsters you control cannot be attacked while you control a "Gagaga Token."


GAGAGADABRA!
(Art: Gagaga Girl and Gagaga Clerk holding up Gagagadraw.)
Spell Card

Banish 2 "Gagaga" monsters from your Graveyard. Add 1 Spell Card from your Graveyard to your hand. Skip your Battle Phase this turn. You can only activate 1 "Gagagadabra!" per turn.




This card would be awesome. Love the way you discrbe the art too. Totally pictured it.


I don't understand the advantage of Dopplegagagangers. You can't use them for Synchro material and tokens can't be used as Xyz material.

Mythical Rare

Basically a themed Scapegoat; a defensive play that's compatible with other Gagaga support (Bolt, Guard, Tag, etc.)


TINTINTINKER THE RINGING DJINN
WATER/Rk 3/500 ATK/1900 DEF
Fiend/Xyz/Effect

2 Level 3 monsters

Once per turn, during your Main Phase 1: you can target 1 "Djinn" Xyz Monster in your Graveyard, except "Tintintinker the Ringing Djinn;" Special Summon that monster and attach 1 Xyz Material from this card to it. You cannot activate this effect the turn you Special Summon this card. When this card has no Xyz Material attached: destroy it.
Thunder Storm
Quick-Play Spell
During the End Phase, if 2 or more Thunder-type monsters were Summoned this turn: Add a number of Thunder-type monsters from your Deck to your hand equal to half the number of Thunder-type monsters Summoned this turn, rounded down. The effect of 'Thunder Storm' can only be gained once per turn.

Voltech Cube
ATK 1000 DEF 1000 Level 4 LIGHT
Thunder/Tuner
When this card is Normal Summoned: You can add 1 Level 4 or lower LIGHT Thunder-type monster from your Deck to your hand, except a Tuner monster. When this card is used for a Synchro Summon, you can treat any number of the other monsters as having a Level of 0.

Thunder Spark Wyvern
ATK 2400 DEF 2000 Level 4 LIGHT
Thunder/Synchro/Effect
1 Thunder-Type Tuner + 1 or more non-Tuner LIGHT monsters
When this card is Synchro Summoned: Special Summon 1 Level 4 Thunder-Type monster from your Deck. Once per turn: you can target 1 Thunder-Type monster you control, and up to 2 cards your opponent controls, destroy them.

Lightning Shower Dragon
ATK 2700 DEF 2400 Level 8 LIGHT
Thunder/Synchro/Effect
1 Tuner + 1 or more non-Tuner Thunder-type monsters
When this card is Synchro Summoned: If you control a LIGHT Xyz Monster(s) with fewer Xyz Materials than they had when they were Xyz Summoned, target one of them; attach up to 2 Thunder-Type monsters from your Graveyard to that target as its Xyz Materials. You must control this face-up card to activate and to resolve this effect. Once per turn, during either player's turn, when an Xyz Material(s) is sent to the Graveyard: Target 1 card on the field; destroy that target.

Lightning End Dragon
ATK 3800 DEF 3400 Level 12 LIGHT
Thunder/Synchro/Effect
1 Thunder-Type Tuner + 2 or more Thunder-type monsters
When this card is Synchro Summoned: Destroy a number of cards on the field, up to the number of monsters used for this card's Synchro Summon. Cards, and their effects, cannot be activated in response to this effect's activation. When this effect resolves, place Lightning Counters on this card, equal to the number of cards this card destroyed. If this card is sent to the Graveyard, Special Summon a number of Thunder-type monsters from your Graveyard equal to the number of Lightning Counters on this card. You can remove 2 Lightning Counters from this card; destroy all cards on the field.

Shower of Sparks
Spell
Special Summon 1 Thunder-type monster from your Deck. You must control 2 or more face-up Thunder-type monsters to activate and to resolve this effect.

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Ambush Warp on Reinforcements

Counter Trap Card

Negate the Special Summon of a monster and destroy that monster, then Both player must Banish all cards in their Extra Deck.

Star Guildswoman

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Vengeful Spirit of the Morphing Jar

Continuous Trap Card (Trap monster)

Activate when a "Jar" monster you control is sent from the field to the graveyard. Special Summon this card in face up Attack Position as an Effect Monster (Fiend-type/DARK/2 Stars/ATK 500/DEF 0). Once, during either players turn, you may tribute this monster to target one monster your opponent controls. Negate the targets effects and destroy it. Your opponent must then send a number of cards from the top of their deck to the graveyard equal to the level of the destroyed target in the graveyard.

Mythical Rare

Idea I had for the next big game mechanic to focus a series on: Synthesis.

How it works: A Synthesis card (now a universal sub-type for Monsters, Spells, and Traps; not to be confused with this) starts in your Extra Deck. To Summon (for Monsters) or activate (for Spells/Traps), the listed Synthesis Materials are sent from the Graveyard to the Synthesis Zone (a new spot on the board; Synthesized cards are not Banished, and while effects using cards in this Zone will say "you control," they are not on the field either) face-down. At this point, they are no longer treated as cards, but as Synthesis Material; this will play into various card effects.

For Synthesis Monsters, they're treated as having a Level and a Rank simultaneously, with the Level/Rank Stars centered on the card. A Synthesis Summon will require 2 or more monsters from your Graveyard with a Level equal to its Level/Rank. For example, summoning a Lv/Rk 3 Synthesis Monster can be accomplished with Tour Guide and Sangan in your Graveyard.

For Synthesis Spells/Traps, activation timing is the same as per its usual printing: a Normal Synthesis Spell Card can only be activated during your Main Phase. The Synthesis Materials for activation will generally be 2 or more cards of the same type (Spells for Synthesis Spells, Traps for Synthesis Traps).

Of important note: A card cannot be used as Synthesis Material in the same turn it's sent to the Graveyard. So, for example, no using Future Fusion (yes I know it's banned, shut up) to dump 5 Level 8 Dragons to the Graveyard for 5GD and then trying bring out 2 Lv/Rk 8 Synthesis Monsters. Also, Extra Deck cards cannot be used as Synthesis Material no matter what.


Also: Regardless of it being Spell, Trap, or Monster, a Synthesis Card has a turquoise background.



BLAZE SABER
FIRE/LvRk 4/2000 ATK/1700 DEF
Warrior/Synthesis/Effect

2 Level 4 monsters

This card gains 100 ATK for each Synthesis Material you control. Once per turn: you can return 2 Synthesis Material to the bottom of the Deck; deal 300 damage to your opponent.



POT OF NARCISSISM
Normal Spell/Synthesis

3 Normal Spell Cards

Draw 2 cards.



SWORDS OF ALCHEMIC FORCE
Continuous Trap/Synthesis

2 Trap Cards

Your opponent cannot attack or activate the effects of Monster Cards on the field while you control this card. During your 3rd Standby Phase after activating this card: destroy it and return 2 Synthesis Material you control to the bottom of the Deck.



OBLIVION'S JUDGMENT
Counter Trap/Synthesis

3 Trap Cards

Pay half your Life Points and return all Synthesis Material you control to the bottom of the Deck. Negate the activation and effect of a card or the Summon of a monster and banish it face-down.

Hilarious Raider

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Silent Sky Paladin
Thunder Storm
Quick-Play Spell
During the End Phase, if 2 or more Thunder-type monsters were Summoned this turn: Add a number of Thunder-type monsters from your Deck to your hand equal to half the number of Thunder-type monsters Summoned this turn, rounded down. The effect of 'Thunder Storm' can only be gained once per turn.

Voltech Cube
ATK 1000 DEF 1000 Level 4 LIGHT
Thunder/Tuner
When this card is Normal Summoned: You can add 1 Level 4 or lower LIGHT Thunder-type monster from your Deck to your hand, except a Tuner monster. When this card is used for a Synchro Summon, you can treat any number of the other monsters as having a Level of 0.

Thunder Spark Wyvern
ATK 2400 DEF 2000 Level 4 LIGHT
Thunder/Synchro/Effect
1 Thunder-Type Tuner + 1 or more non-Tuner LIGHT monsters
When this card is Synchro Summoned: Special Summon 1 Level 4 Thunder-Type monster from your Deck. Once per turn: you can target 1 Thunder-Type monster you control, and up to 2 cards your opponent controls, destroy them.

Lightning Shower Dragon
ATK 2700 DEF 2400 Level 8 LIGHT
Thunder/Synchro/Effect
1 Tuner + 1 or more non-Tuner Thunder-type monsters
When this card is Synchro Summoned: If you control a LIGHT Xyz Monster(s) with fewer Xyz Materials than they had when they were Xyz Summoned, target one of them; attach up to 2 Thunder-Type monsters from your Graveyard to that target as its Xyz Materials. You must control this face-up card to activate and to resolve this effect. Once per turn, during either player's turn, when an Xyz Material(s) is sent to the Graveyard: Target 1 card on the field; destroy that target.

Lightning End Dragon
ATK 3800 DEF 3400 Level 12 LIGHT
Thunder/Synchro/Effect
1 Thunder-Type Tuner + 2 or more Thunder-type monsters
When this card is Synchro Summoned: Destroy a number of cards on the field, up to the number of monsters used for this card's Synchro Summon. Cards, and their effects, cannot be activated in response to this effect's activation. When this effect resolves, place Lightning Counters on this card, equal to the number of cards this card destroyed. If this card is sent to the Graveyard, Special Summon a number of Thunder-type monsters from your Graveyard equal to the number of Lightning Counters on this card. You can remove 2 Lightning Counters from this card; destroy all cards on the field.

Shower of Sparks
Spell
Special Summon 1 Thunder-type monster from your Deck. You must control 2 or more face-up Thunder-type monsters to activate and to resolve this effect.





Why do we not have these cards yet. Thunder type deck would be awesome. Oh and Lightning End Dragon, sooooo much BOSS!
I love it!

Hilarious Raider

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Willexia Rennar
Idea I had for the next big game mechanic to focus a series on: Synthesis.

How it works: A Synthesis card (now a universal sub-type for Monsters, Spells, and Traps; not to be confused with this) starts in your Extra Deck. To Summon (for Monsters) or activate (for Spells/Traps), the listed Synthesis Materials are sent from the Graveyard to the Synthesis Zone (a new spot on the board; Synthesized cards are not Banished, and while effects using cards in this Zone will say "you control," they are not on the field either) face-down. At this point, they are no longer treated as cards, but as Synthesis Material; this will play into various card effects.

For Synthesis Monsters, they're treated as having a Level and a Rank simultaneously, with the Level/Rank Stars centered on the card. A Synthesis Summon will require 2 or more monsters from your Graveyard with a Level or Rank equal to its Level/Rank. For example, summoning a Lv/Rk 3 Synthesis Monster can be accomplished with Tour Guide and Leviair in your Graveyard.

For Synthesis Spells/Traps, activation timing is the same as per its usual printing: a Normal Synthesis Spell Card can only be activated during your Main Phase. The Synthesis Materials for activation will generally be 2 or more cards of the same type (Spells for Synthesis Spells, Traps for Synthesis Traps).

Of important note: A card cannot be used as Synthesis Material in the same turn it's sent to the Graveyard. So, for example, no using Future Fusion (yes I know it's banned, shut up) to dump 5 Level 8 Dragons to the Graveyard for 5GD and then trying bring out 2 Lv/Rk 8 Synthesis Monsters.


Also: Regardless of it being Spell, Trap, or Monster, a Synthesis Card has a turquoise background.



BLAZE SABER
FIRE/LvRk 4/2000 ATK/1700 DEF
Warrior/Synthesis/Effect

2 Level or Rank 4 monsters

This card gains 100 ATK for each Synthesis Material you control. Once per turn: you can return 2 Synthesis Material to the bottom of the Deck; deal 300 damage to your opponent.



POT OF NARCISSISM
Normal Spell/Synthesis

3 Normal Spell Cards

Draw 2 cards.



SWORDS OF ALCHEMIC FORCE
Continuous Trap/Synthesis

2 Trap Cards

Your opponent cannot attack or activate the effects of Monster Cards on the field while you control this card. During your 3rd Standby Phase after activating this card: destroy it and return 2 Synthesis Material you control to the bottom of the Deck.



OBLIVION'S JUDGMENT
Counter Trap/Synthesis

3 Trap Cards

Pay half your Life Points and return all Synthesis Material you control to the bottom of the Deck. Negate the activation and effect of a card or the Summon of a monster and banish it face-down.



Very good mechanic. I can tell you spent some time thinking on this. Well done. Love the cards.
Thunder Kraken
ATK 2000 DEF 1000 LIGHT Level 4
Thunder/Effect
Can only be Special Summoned from the Graveyard. You can reveal this card in your hand; After that, discard this card, then Special Summon 2 Thunder-type monsters from your Deck with different names and an ATK of 1600 or less. Other monsters cannot be Special Summoned during the turn you activate this effect, except LIGHT monsters from the Extra Deck. You can only reveal a 'Thunder Kraken' once per turn.

Spark Regeneration
Spell
Activate only if there are no cards in your hand (you can activate this card if this is the only card in your hand). Shuffle any number of LIGHT monsters from your Graveyard into your Deck, then draw that many cards. After this card resolves: It is now your End Phase.

Mythical Rare

Some other ideas I had regarding the Synthesis mechanic...basically, non-Synthesis cards that interact with Synthesis Material.


POT OF ALCHEMY
Spell Card

Return 2 Synthesis Material you control to the bottom of your Deck; draw 2 cards.


TRANSDIMENSIONAL CANNON SOLDIER
DARK/Lv 4/1400 ATK/1000 DEF
Machine/Effect

Once per turn, during your Main Phase: You can return 3 Synthesis Material you control to the bottom of the Deck; deal 1000 damage to your opponent.


BIOCHEMIST ANGEL LILY
EARTH/Lv 3/800 ATK/800 DEF
Fairy/Tuner

Once per turn, during either player's turn: you can Synthesize 1 card from your hand and pay 1000 Life Points; this card gains 2000 ATK until the End Phase.



AMALGAMATION
Spell Card

You cannot activate this card from your hand. Synthesize all cards in your hand, then draw 2 cards. You must have at least 2 cards in your hand to activate this card.


WALL OF ALCHEMIC FORCE
Continuous Trap Card

Monsters cannot declare an attack if their Level or Rank are equal to or lower than the number of Synthesis Material you control.
Machina Commando
ATK 1600 DEF 1500 Level 4 EARTH
Machine/Effect
Once per turn: You can Special Summon 1 Level 4 or lower Machine-type monster from your hand or Deck. If that monster is not a 'Machina' or a 'Gear' monster, cards with the same name as that card's effects cannot activate (even in the Graveyard or if banished) until the End Phase. When a face-up Machine-type monster(s) you control would be destroyed, you can place 1 Second Chance counter on those monsters instead. A monster cannot have more than 1 Second Chance counter on it. When a monster with a Second Chance counter destroys a monster by battle, remove the counter. During the 2nd End Phase after a monster had a Second Chance counter placed on it and it still has the counter on it: Destroy that monster.

Machina Turrets
ATK 2000 DEF 0 Level 4 EARTH
Machine/Effect
You can Special Summon this card from your hand in face-up Defense Position if you control a face-up 'Machina Commando'. Battle Damage dealt to your opponent when face-up Machine-type monsters battle your opponent's monsters is doubled. This effect cannot be negated. This card cannot have a Second Chance counter placed on it.

Machina Fixer
ATK 1200 DEF 2000 Level 4 EARTH
Machine/Effect
When this card is Normal Summoned: You can send 1 Machine-type monster from your Deck to the Graveyard. Once per turn: You can Special Summon 1 Machine-type monster from your Graveyard. Each time a Machine-type monster battles, before damage calculation, increase this card's ATK by 100 and decrease its DEF by 100. When a face-up Machine-type monster(s) you control would be destroyed, you can place 1 Second Chance counter on those monsters instead. A monster cannot have more than 1 Second Chance counter on it. When a monster with a Second Chance counter destroys a monster by battle, remove the counter. During the 2nd End Phase after a monster had a Second Chance counter placed on it and it still has the counter on it: Destroy that monster.

Machina Enforcer
ATK 2600 DEF 0 Level 4 EARTH
Machine/Effect
Cannot be Normal Summoned or Set. During the End Phase, if you do not control 'Machina Fixer' (it counts towards this effect even if 'Machina Fixer' is face-down): Destroy this card. This effect cannot be negated. Negate the effects of cards that target face-up Machine-type monsters you control. This card cannot have a Second Chance counter placed on it.

Machina Berserker
ATK 1700 DEF 600 Level 4 EARTH
Machine/Effect
You can double this card's ATK until the End Phase. This effect cannot be negated. When a face-up Machine-type monster(s) you control would be destroyed, you can place 1 Second Chance counter on those monsters instead. A monster cannot have more than 1 Second Chance counter on it. When a monster with a Second Chance counter destroys a monster by battle, remove the counter. During the 2nd End Phase after a monster had a Second Chance counter placed on it and it still has the counter on it: Destroy that monster.

Machina Assassin
ATK 1000 DEF 500 Level 3 EARTH
Machine/Effect
Once per turn, during either player's Damage Step: You can Special Summon 1 Assassin Shadow Token (Machine-type/ATK 1000/DEF 500/EARTH/Level 3). Each time an Assassin Shadow Token is summoned, this card gains 500 ATK and DEF. This card is unaffected by card effects and cannot be the target of an attack while you control an Assassin Shadow Token. These effects are negated when this card has a Second Chance counter. You can only control 1 Assassin Shadow Token. When a face-up Machine-type monster(s) you control would be destroyed, you can place 1 Second Chance counter on those monsters instead. A monster cannot have more than 1 Second Chance counter on it. When a monster with a Second Chance counter destroys a monster by battle, remove the counter. During the 2nd End Phase after a monster had a Second Chance counter placed on it and it still has the counter on it: Destroy that monster.

Machina Combat Medic
ATK 1300 DEF 1000 Level 3 EARTH
Machine/Effect
Once per turn: You can activate both effects, once each, unless this card has a Second Chance counter.
-Target 1 monster your opponent controls, banish it until the End Phase.
-Remove all Second Chance counters from monsters you control.


(Guh, did not mean for this to be so wall-of-texty......)

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Karakuri Gold Shogun mdl XX0 "Shin Bureido"
ATK 3300 DEF 2500 Rank 8 EARTH
Machine/Xyz/Effect
2 Level 8 Machine-Type monsters
When this card is Xyz Summoned: Special Summon 1 'Karakuri' monster from your hand, Deck, or Graveyard. Each time a 'Karakuri' monster(s) is Special Summoned, except this card, or by this card's effect, draw 1 card. You can detach 1 Xyz Material from this card; target 1 'Karakuri' monster on the field or in either player's Graveyard, this card gains that card's effects. While this card has Xyz Materials, when the battle position of a 'Karakuri' monster is changed: Target 1 monster on the field; change its battle position. Effects that would activate when a monster is flipped face-up by this effect are negated.

Karakuri Ninja mdl 4624 "Furasshu"
ATK 200 DEF 1400 Level 3 EARTH
Machine/Tuner
You can change the battle position of 1 Machine-type monster you control, then Special Summon this card from your hand. When this card is Special Summoned by the effect of a 'Karakuri' monster: You can increase or decrease the level of this monster by 1. When this card is used for a Synchro Summon, if all the other material monsters are Machine-type, Special Summon 1 'Karakuri Ninja' monster from your Deck.

Couple of weird ideas I had.

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