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Will you make a card?

Sure, I'm full of ideas. 0.51494768310912 51.5% [ 689 ]
Nah, I'll just watch. 0.1831091180867 18.3% [ 245 ]
(Poll whore option.) 0.30194319880419 30.2% [ 404 ]
Total Votes:[ 1338 ]
I'd have sworn Dark Magician was Lv 7, not 8. o_O

Looks good otherwise, though.



In any case, just so as to have a card in here and not be off-topic:

RED ******** DRAGON
(Art: Too epic to describe.)
DARK/Level 1/0 ATK/0 DEF
Dragon/Fusion/Effect

"Red Dragon Archfiend" + "Majestic Red Dragon" + "Red Nova Dragon"

This card must be Fusion Summoned using the above monsters on your side of the field, and cannot be Summoned by other methods. This card's summon cannot be negated or responded to with card effects. When this card is summoned, you automatically lose the Match. (Seriously, what the hell were you thinking trading those 3 monsters in for this piece of s**t?)



Side note: Yes, that last bit is part of the effect text.
you are correct, good thing i didn't print them out yet xD
Charming Pair - Hiita and Eria
lvl6 - Water - Spellcaster/Effect
You can Special Summon this card by Tributing 1 "Hiita" Monster and 1 "Eria" Monster you control. If this card was Special Summoned this way, it is also treated as a FIRE Monster and gains the following effect: Once per turn, you may Tribute a FIRE or WATER Monster you control to either Special Summon a level 4 or lower FIRE or WATER Monster from either player's graveyard, OR take control of 1 FIRE or WATER Monster your opponent controls.
ATK: 2200
DEF: 1900

Charming Pair - Aussa and Wynn
lvl6 - Earth - Spellcaster/Effect
You can Special Summon this card by Tributing 1 "Aussa" Monster and 1 "Wynn" Monster you control. If this card was Special Summoned this way, it is also treated as a WIND Monster and gains the following effect: Once per turn, you may Tribute a EARTH or WIND Monster you control to either Special Summon a level 4 or lower Earth or WIND Monster from either player's graveyard, OR take control of 1 EARTH or WIND Monster your opponent controls.
ATK: 2200
DEF: 1900

Charming Pair - Darc and Lyna
lvl6 - Light - Spellcaster/Effect
You can Special Summon this card by Tributing 1 "Darc" Monster and 1 "Lyna" Monster you control. If this card was Special Summoned this way, it is also treated as a DARK Monster and gains the following effect: Once per turn, you may Tribute a DARK or LIGHT Monster you control to either Special Summon a level 4 or lower DARK or LIGHT Monster from either player's graveyard, OR take control of 1 DARK or LIGHT Monster your opponent controls.
ATK: 2200
DEF: 1900

Protective Familiar
Spell (Quick-Play)
Select 1 "Darc", "Aussa", "Hiita", "Lyna", "Eria", or "Wynn" Monster you control. Special Summon 1 level 4 or lower Normal Monster from your hand or deck with the same attribute as the select Monster. Monsters Summoned by this card's effect gain ATK equal to their original DEF and cannot be destroyed by card effects.
I've become rather bored, you see. Was gonna make Xyz Monsters for these guys, too, but I'd have no idea what to name them, let alone what the hell they'd even do. Anyway, more stuffs.

Batteryman Solar Powered
ATK 2500 DEF 1900 LIGHT Level 7
Thunder/Effect
If you control no monsters, except 'Batteryman' monsters: You can Special Summon this card from your hand. Once per turn: During either player's turn, you can negate the activation of a card or card effect that includes the effect of destroying a card(s) on the field and destroy it. You can only control 1 'Batteryman Solar Powered.'

Rechargeable Batteryman
ATK 0 DEF 0 LIGHT Level 3
Thunder/Effect
During your Standby Phase: If you control no monsters, except 'Batteryman' monsters; You can Special Summon this card from the Graveyard. You can Tribute this card; Special Summon 1 'Batteryman' monster from your Graveyard. Each effect of 'Rechargeable Batteryman' can only be used once per turn.

Energized Batteryman AA
ATK 0 DEF 0 LIGHT Level 3
Thunder/Effect
This card's name is treated as 'Batteryman AA' while face-up on the field. When this card is Special Summoned: Special Summon 1 'Batteryman AA' from your hand, Deck or Graveyard. When all 'Batteryman AA' you control are in the same Battle Position, apply the appropriate effect.
Attack Position: This card gains 1000 ATK for each 'Batteryman AA' you control.
Defense Position: This card gains 1000 DEF for each 'Batteryman AA' you control.

Energized Batteryman D
ATK 0 DEF 1900 LIGHT Level 1
Thunder/Effect
This card's name is treated as 'Batteryman D' while it is face-up on the field. Your opponent cannot select a Thunder-Type monster you control as the target of a Spell, Trap, or Effect Monster card's effect, or as the target of an attack, except 'Batteryman D.'

Energized Batteryman Micro-Cell
ATK 100 DEF 100 LIGHT Level 1
Thunder/Effect
FLIP: Special Summon 1 'Batteryman' monster from your Deck in face-up Attack Position or face-down Defense Position. After this card is flipped face-up: When this card is removed from the field; Draw 1 card. If it is a 'Batteryman' card, reveal it to your opponent and draw 1 more card. This card's name is treated as 'Batteryman Micro-Cell' while face-up on the field.
Additions to an old favorite archetype creation of mine to render another archetype potentially viable.



GUN MAGE - ELLE THE SNIPER
(Art: A blonde in garbs that could best be described as a cross of wizard's robes and a barmaid's outfit, packing a magical-looking sniper rifle.)
WIND/Lv 4/1500 ATK/0 DEF
Spellcaster/Effect

This card cannot be attacked if you control another "Gun Mage" monster, except "Gun Mage - Elle the Sniper." Once per turn: you can reveal 1 "Assault Mode" monster in your hand: add 1 "Assault Mode Activate" in your Deck to your hand, shuffle, then place the revealed monster on the bottom of your Deck. When you activate this effect: this card can attack your opponent directly this turn.


GUN MAGE - ORIHALCOLT
(Art: a white-haired cowboy with a long red duster coat, matching hat, and a pair of silver revolvers.)
DARK/Lv 5/2000 ATK/100 DEF
Spellcaster/Effect

You can remove 4 Spell Counters from your side of the field: Special Summon this card (from your hand). When a Spell Card is activated, place 2 Spell Counters on this card. This card gains 100 ATK for each Spell Counter on it. You can remove 4 Spell Counters and reveal an "Assault Mode" monster from your hand: draw 2 cards, then place the revealed monster on the bottom of your Deck.


GUN MAGE - SHARPSHOOTER MAGUS/ASSAULT MODE
(Art: haven't decided.)
DARK/Lv 11/3600 ATK/2700 DEF
Spellcaster/Effect

This card cannot be Normal Summoned or Set, and must first be Special Summoned with "Assault Mode Activate." Whenever a Spell Card you control would be sent to the Graveyard, banish it until the End Phase, then add it to your hand. Once per turn, you can negate the activation and effect of a card and destroy it. When this card is destroyed, Special Summon 1 "Gun Mage - Sharpshooter Magus" from your Graveyard.
Advanced Familiar
Spell
Select 1 "Darc", "Aussa", "Hiita", "Lyna", "Eria", or "Wynn" Monster you control. Then select 1 Normal Monster you control that shares an Attribute with that Monster. Shuffle the selected Normal Monster into your deck and Special Summon from your hand, deck, or graveyard a Normal Monster of the same Attribute that is up to 2 levels higher.
Battery Drain
(Art: Industrial Strength draining the electrical auras from AA and D.
Spell
Send a number of Thunder-Type monsters from your Deck to the Graveyard equal to the number of 'Batteryman' monsters you control.

Sparking Charity
(Art: Batteryman AA holding a helping hand out to a couple of battle-worn Micro-Cells.)
Spell
Reveal 2 Thunder-Type monsters in your hand. Draw 3 cards, then discard 2 cards.

Super Batteryman
Quick-Play Spell
(Art: A lone, battle-scarred Batteryman AA with a super-charged electrical aura with a fallen AA on either side of him.)
Target 1 'Batteryman' monster you control. Double its ATK until the End Phase. This turn, the targeted monster is the only monster you control that can attack, be attacked, or be selected as the target of a Spell, Trap, or Effect Monster's effect.
Had an idea to simplify, and improve the support for, cards made to perform Fusion Summons: Give them their own card type, as well as make the text more sensible. (We all know Fusion Summons are Special Summons, so why keep specifying?)

User Image



For example of cards that could benefit from such changes:

POLYMERIZATION
Fusion Spell Card

Send, from your hand and/or field to the Graveyard, Fusion Material Monsters listed on a Fusion Monster in your Extra Deck, and Fusion Summon it.


SYNCHRO FUSIONIST
DARK/Lv 2/800 ATK/600 DEF
Spellcaster/Effect

When this card is used as Synchro Material and sent to the Graveyard, you can search your Deck for a Fusion Spell Card and add that card to your hand.


And just to make something new...well, newish.

WROUGHTWEILER ALPHA
(Art: a blue-colored Wroughtweiler with a pair of sleek jet engines on its back, running through the streets of Skyscraper 2 - Hero City at near-supersonic velocity.)
WIND/Lv 4/1800 ATK/300 DEF
Machine/Effect

When this card is sent to the Graveyard, add 1 "HERO" monster and 1 Fusion Spell Card in your Graveyard to your hand.
Ive had a new idea swirling in my head for a series of cards, but Im just not sure on how to pull them off. Plus, the idea is based on a cartoon I never expected I'd watch and like....
Charmer's Academy
Spell (Field)
Each time you Normal or Special Summon a "Darc", "Aussa", "Hiita", "Lyna", "Eria", or "Wynn" Monster, place one Charm Counter on this card. Whenever a "Charmer" Monster is Flip Summoned, you may remove 1 Charm Counter from this card to use the effect of that Monster twice (the second activation is no treated as part of a chain with the first activation). Normal Monsters gain 100 ATK for each Charm Counter on this card.

Familiar's Strength
Trap
Activate this card only if a "Darc", "Aussa", "Hiita", "Lyna", "Eria", or "Wynn" Monster you control is the target of your opponent's Monster's attack. Tribute 1 Monster on your side of the field that shares an Attribute with that Monster and increase it's ATK and DEF by the tributed Monster's ATK and DEF respectively.

Second Breath
Spell (Continuous)
If a face-down "Charmer" Monster you control is flipped face-up by battle, it is not destroyed by that battle.
Battery Storm
(Art: A large, Raigeki-like lightning bolt being dropped from Makiu, the Magical Mist by Batteryman Industrial Strength on a Goblin Attack Force.)
Quick-Play Spell
Target any number of cards on the field, up to the number of 'Batteryman' monsters you control. Destroy those targets.

Battery Leak
(Art: A battle-scarred Batteryman AA giving its last bits of energy to a Batteryman D.)
Continuous Trap
When a 'Batteryman' monster you control is destroyed: Special Summon 1 'Batteryman' monster with an ATK equal to or less than the ATK of the destroyed monster.
Battery Acid
Trap
Tribute 1 Batteryman you control: reduce the ATK and DEF of 1 Monster on the field by the current ATK of the Tributed Monster.
Familiar of the Elemental Mistress
ATK 2000 DEF 2000 Rank 3 LIGHT
Spellcaster/Xyz/Effect
2 Level 3 'Charmer' monsters
When this card is Xyz Summoned: This card gains the Attributes of the Xyz Material monsters used for this card's Xyz Summon. You can Flip Summon 'Charmer' monsters the turn they are Set. Once per turn: You can detach 1 of this card's Xyz Materials; Special Summon 1 'Aussa', 'Eria', 'Hiita', 'Wynn', 'Dharc', or 'Lyna' monster from your Deck or Graveyard in face-up Attack Position or face-down Defense Position.
Im working on a series of Minecraft themed cards right now. Im gonna be basing it more off the Yogscast adventures though.
Supercharged Charmer - Lyna
Art: Lyna holding hands with two Batteryman AAs
lvl5 - Light - Spellcaster/Effect
This card gains 500 ATK for every LIGHT Monster on your side of the field.
ATK: 1600
DEF: 1600

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