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    Self-Created Cards

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    Self-Created Cards Empty Self-Created Cards

    Post by Admin 25.11.16 21:32

    This is our forum's thread for self-made cards. Go ahead and post your creations here or alternatively making your own thread for your creations. You can add cards in any language you desire: Just keep in mind that cards in Greek might not get that much response here.

    We recommend you formalize your creations as follows:
    Name
    Type / Civilization(s) / Race (+ Race) / Power / Rarity / Mana Cost


    Since I'm not that good card creator or at least I haven't written them down, I start by introducing you creations found on other forums. Enjoy and feel free to leave your own creations here and remember to comment.

    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
    ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----

    AlphadiosThe2nd (Pojo)

    Pound
    Spell / Fire / 1
    - Destroy one of your opponent's creatures with 1000 power or less.

    Karate Chop
    Spell / Fire / 2
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Destroy one of your opponent's creatures with 1000 power or less.

    Double Slap
    Spell / Fire / 5
    - Destroy any number of your opponent's creatures that have total power 5000 or less.
    - Metamorph - If you have 7 cards or more in your mana zone, this spell gets the following ability:
    - Destroy any number of your opponent's creatures that have total power 8000 or less.

    Comet Punch
    Spell / Fire / 5
    - Destroy all your opponent's creatures with power 2000 or less.
    - Metamorph - If you have 7 cards or more in your mana zone, this spell gets the following ability:
    - Destroy all your opponent's creatures with power 5000 or less.

    Mega Punch
    Spell / Fire / 4
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Destroy one of your opponent's creatures with 3000 power or less.

    Pay Day
    Spell / Darkness / 5
    - Destroy one of your opponent's untapped creatures.
    - For each creature you have in the battle zone, you may draw a card.

    Fire Punch
    Spell / Fire / 4
    - Destroy one of your opponent's creatures with 2000 power or less.
    - Charger (After you cast this spell, put it into your mana zone instead of your graveyard.)

    Ice Punch
    Spell / Water / 4
    - Choose 1 creature in the battle zone and return it to its owner's hand.
    - Charger (After you cast this spell, put it into your mana zone instead of your graveyard.)

    Thunder Punch
    Spell / Light / 4
    - Tap 2 of your opponent's creatures.
    - Charger (After you cast this spell, put it into your mana zone instead of your graveyard.)

    Scratch
    Spell / Fire / 2
    - Destroy one of your opponent's creatures with 2000 power or less.

    Vice Grip
    Spell / Fire / 3
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Destroy one of your opponent's creatures with 2000 power or less.

    Guillotine
    Spell / Darkness / 8
    - Destroy all creatures in the battle zone.
    - Choose one of your shields and destroy it.

    Razor Wind
    Spell / Light / 4
    - One turn later, if you have less cards in your mana zone than your opponent, tap all your opponent's creatures. If you have more cards in your mana zone than your opponent, return this spell from your graveyard to your hand, and untap the cards in your mana zone paid to cast this spell.

    Swords Dance
    Spell / Nature / 2
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Put the top card of your deck into your mana zone.

    Cut
    Spell / Nature / 4
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Choose 1 of your opponent's creatures in the battle zone and put it into his mana zone.

    Gust
    Spell / Nature / 4
    - Your opponent chooses one of his creatures in the battle zone or a card in his mana zone and puts it into his graveyard.
    - Metamorph - If you have 7 cards or more in your mana zone, this spell gets the following ability:
    - Your opponent chooses two of his creatures or two cards in his mana zone and puts them into his graveyard.

    Wing Attack
    Spell / Darkness / 5
    - Destroy one of your opponent's creatures.

    Whirlwind
    Spell / Water / 4
    - Choose two creatures in the battle zone. Those two creatures battle.

    Fly
    Spell / Nature / 4
    - Return one of your creatures to your hand. Then put it into the battle zone on your next turn. That creature gets Speed attacker, breaks an extra shield, and can attack untapped creatures. (That creature doesn't get summoning sickness.)

    Bind
    Spell / Darkness / 3
    - Choose a card at random from opponent's hand. Then, for each Bind in each graveyard, you may choose another card at random from opponent's hand. Your opponent discards all those cards.

    Slam
    Spell / Fire / 4
    - Destroy one of your opponent's creatures with 4000 power or less.

    Vine Whip
    Spell / Nature / 5
    - Choose one of your opponent's shields and put it into his mana zone.

    Stomp
    Spell / Fire / 6
    - Destroy all your opponent's creatures with 3000 power or less.
    - Heavy Metamorph - If you have 10 cards or more in your mana zone, this spell gets the following ability:
    - Destroy all your opponent's creatures with 6000 power or less.

    Double Kick
    Spell / Fire / 5
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Destroy one of your opponent's creatures with 4000 power or less.
    - Metamorph - If you have 7 cards or more in your mana zone, this spell gets the following ability:
    - Destroy all your opponent's creatures with 4000 power or less.

    Mega Kick
    Spell / Darkness + Fire / 9
    - This spell is put into your mana zone tapped.
    - You can cast this spell only if your opponent has more shields than you do.
    - Your opponent chooses one of his shields for each shield you have. He puts the rest of his shields into his graveyard. (He can't use the "shield trigger" abilities of those shields.)

    Jump Kick
    Spell / Fire / 7
    - Destroy all your opponent's creatures with 6000 power or less.
    - Destroy all your creatures with 6000 power or more.

    Rolling Kick
    Spell / Fire / 5
    - Destroy any number of your opponent's creatures with total power 3000 or less.
    - Charger (After you cast this spell, put it into your mana zone instead of your graveyard.)

    Sand Attack
    Spell / Darkness / 2
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Your opponent discards a card at random from his hand.

    Headbutt
    Spell / Darkness / 4
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Look at your opponent's hand and choose a card from it. Your opponent discards that card.

    Horn Attack
    Spell / Darkness / 6
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Destroy one of your opponent's creatures.

    Fury Attack
    Spell / Darkness / 5
    - Choose an opponent's creature in the battle zone that has power 3000 or less. Then, for each Fury Attack in each graveyard, you may choose another opponent's creature in the battle zone that has power 3000 or less. Destroy all those creatures.

    Horn Drill
    Spell / Darkness / 8
    - Destroy all creatures in the battle zone.
    - Choose a card in your mana zone and destroy it.

    Tackle
    Spell / Water / 2
    - Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
    - Choose 1 creature in the battle zone and return it to its owner's hand.

    Body Slam
    Spell / Darkness / 7
    - Your opponent discards all cards from his hand.

    Wrap
    Spell / Darkness / 5
    - Immediately when you cast this spell, end your turn, and take an extra turn after this one. Destroy one of your opponent's creatures with Blocker and end that turn immediately. Then, for each other Wrap in your graveyard, you may take another extra turn, destroy one more of your opponent's creatures with Blocker, and end those turns immediately. On your next normal turn not gained by the above effect, you may put a card from the top of your deck into your mana zone for up to the number of extra turns you took. (On that turn, you cannot draw cards, put cards into your mana zone, summon other creatures or cast other spells.)

    Take Down
    Spell / Nature / 5
    - Search your deck. You may choose a creature from there and put it into the battle zone. That creature gets Speed attacker, breaks an extra shield, and can attack untapped creatures. At the end of that turn, put that creature into your graveyard, and shuffle your deck.

    Thrash
    Spell / Water / 9
    - Each player puts all cards from his mana zone into his hand.

    Double Edge
    Spell / Fire / 10
    - Your opponent returns all his shields to his hand. All those cards get Shield trigger. (When those cards are put into your hand from your shield zone, you may cast them immediately for no cost.)

    Tail Whip
    Spell / Fire / 1
    - Destroy one of your opponent's creatures with Blocker and 6000 power or less.

    Poison Sting
    Spell / Darkness / 5
    - G Zero - If you have another Poison Sting in your graveyard, you may cast this spell for no cost.
    - Your opponent chooses and destroys one of his creatures.
    - For each Poison Sting in your graveyard, your opponent chooses a card in his hand and discards it, a card in his mana zone and destroys it, as well as an additional creature and destroys it.


    ================================================== =================
    Doom Desire
    Spell / Light + Darkness / 7
    - This spell is put into your mana zone tapped.
    - Two turns after you cast this spell, your opponent puts all cards from his shield zone into his graveyard.

    Psycho Boost
    Spell / Fire + Nature / 7
    - This spell is put into your mana zone tapped.
    - Your opponent puts all cards from his shield zone into his graveyard, and destroys all his creatures.
    - For each card destroyed, put the top card of your deck into your graveyard.

    xephon (Duel Masters Europe Center)

    Armisael, Spirit of Life
    creature, Angel Command, very rare, 6mana/light, 6500
    - when u put this card into BZ, return all creatures from all graves to the bottom of its owners decks.
    - when a creature is destroyed, put it on the bottom of its owners deck
    flav.: "it exist forgiveness for everyone... even for disgusting, blood lecherous murders" -Armisael

    Lance of Longinus
    crossgear, rare, 4mana/light/wather
    - comes tapped into mana
    - can only crossed to an angel command
    - the crossed creature get the following effect:
    TAPP: put an opponents creature into his shields. then put one of his shields on the bottom of his deck.
    - effects that prevent a creature to add to the shields or leave the BZ cant be used.
    - an evo-angel command can attack instead tapping to get the effect.
    flav.: "the cyber lords found that thing a few days ago. i shoul throw it, but nothing unusual happens. in my hands its just a lance, but when an angel throw it, it speeds up to light speed and only glittering confetti remains of the target. i´m the lancer... that isnt fair" -Crystal Lancer

    Lumina, the lonely Spirit
    evo-creature, Angel Command, super rare, 8mana/light, 7500
    - put on an angel command
    - when u put this creature into BZ, put all other creatures into owners shield zone
    - opponent cant choose this creature as an effect target
    - this creature cant be evolved or attack players
    - blocker
    flav.: "onyl the presence of lumina turns all matter in sight into lightparticle. on one knowes how it looks... but when its armor is seen, anyone run away, coz no one knowes when it awakes againe. but we cant use its incredible power, coz no one can speek to it... it must be the lonelyest creature in the world..." -Alcadeias

    Lila Lithvyak, Experimental Dreadnought
    galaxyvortex-evo-creature, armorloid/guardian/leviathan, super rare, 9mana/water/fire/light, 12000
    - comes tapped into mana
    - put on an armorloid, guardian and leviathan
    - super-power attacker (when it attacks double its power)
    - color-meteorburn:
    >fire: when attack, destroy all opponents creatures with 3000 less OR one with 15000 less
    >light: when it would leave the BZ, it stays instead
    >water: when u untapp this creature, put the top card of ur deck under this creature
    - tripple breaker
    flav.: "you say mountains cant fly?! and what is this?!" -choya to barkwhip

    Nirai, Transdimensional Armor
    crossgear-Creature-god, vary rare, 5mana/water/light, 3500
    - comes tapped into mana
    - blocker
    - u may untapp it at the end of ur turn.
    - the crossed creature get the effect of this creature.
    - Godlink: "Kanai, Blade of Soulthunder"
    - if this card is linked with "Kanai, Blade of Soulthunder", the crossed creature get the following effect:
    if the crossed creature leaves the BZ, put it under ur deck instead. then, at den beginning of ur turn, search ur deck for the same creature u put under the deck with this effect, and put it back into BZ.

    Kanai, Blade of Soulthunder
    crossgear-god, super rare, 6mana/dark/fire, 3000
    - comes tapped into mana
    - can attack untapped creatures
    - when attack, ur opponent put a card from his hand or manazone into grave.
    - the crossed creature get the effect of this creature.
    - Godlink: "Nirai, Transdimensional Armor"
    - if this card is linked with "Nirai, Transdimensional Armor", the crossed creature get the following effect:
    when it breaks shields, ur opponent may choose the same number of mana, and put it into grave. if he dont, put the schields into grave instead to break. anyway, u must then put one of ur shilds into grave.

    Soul Nexus
    spell, uncommon, 4mana/dark/green
    - comes tapped into mana
    - trigger
    - put a card from ur grave into ur shilds
    flav.: "yesterdays relief is tomorows terror" -Death Arcadia

    Moonlight Patroller
    creature-meerfolk/cyber virus, common, 1mana/water, 1000
    - when this creature breaks shilds, put it under ur deck.
    flav.: "at fullmoon u can see some of them. sure, they r during newmoon there too. but ive no night-sight-device.." -Time Scout

    [hideedit]


    Last edited by ELTP on 07.02.17 18:56; edited 3 times in total (Reason for editing : Removed text about most of use being Finns. Typo.)
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    Post by Qbius 03.02.17 2:30

    For some reason I really like creating new cards. I've made hundreds at this point, most of them posted on other forums, but I guess I'll contribute some of them here.

    Name: Supersonic
    Rarity: Rare
    Civilization: Water
    Type: Spell
    Cost: 4
    Card Text:
    Tap any number of your creatures. Break that many of your opponent's shields.

    Name: Teus, the Dragon Enforcer
    Civilization: Light/Fire
    Type: Creature
    Cost: 8
    Race: Armored Dragon/Enforcer
    Power: 12000
    Card Text:
    (This card is put into your mana zone tapped.)
    When you put this creature into the battle zone, your opponent puts 2 cards from his hand at random to his shields face down.
    Whenever this creature would break a shield, your opponent puts that shield into his graveyard instead.
    Triple Breaker

    Name: Dark Enderbringer
    Rarity: Super Rare
    Civilization: Darkness
    Type: Creature
    Race: Demon Command/Dark Lord
    Cost: 9
    Power: 2000
    Card Text:
    When you put this creature into the battle zone, destroy all other creatures.
    Slayer

    Name: Aotel, the Brawler
    Civilization: Light
    Type: Creature
    Cost: 4
    Race: Light Bringer/Berserker
    Power: 3500
    Card Text:
    Whenever one of your opponent's creatures would battle one of your creatures, you may have it battle this creature instead.

    Name: Wonder Wall
    Rarity: Super Rare
    Civilization: Light/Water
    Type: Spell
    Cost: 5
    Card Text:
    Shield Trigger
    Until the start of your next turn, the top card of your deck counts as a shield.
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    Post by Yami_Michael 03.02.17 7:53

    Custom cards is always my jam. I even had a facebook group for it, and theres a wiki made for it (albeit unused).

    I do want to mention that a lot of the cards in the initial post were named after pokemon attacks. Many of those cards actually do exist (some with better versions, or actually in the "correct" civilizations).

    Also
    first post wrote:Take Down
    Spell / Nature / 5
    - Search your deck. You may choose a creature from there and put it into the battle zone. That creature gets Speed attacker, breaks an extra shield, and can attack untapped creatures. At the end of that turn, put that creature into your graveyard, and shuffle your deck.

    is OP as shiiiiiiiiiiiiiiiit.


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    Post by Yami_Michael 03.02.17 8:04

    And hey look, I found an old card I made and put on TCO back in Jan 2013.

    http://www.tradecardsonline.com/im/selectCard/card_id/51749/goal/DC wrote:
    Oni Explosive Maru
    Your other Oni Explosive Maru creatures in the battle zone get +1000 power.

    A deck can have any number of cards named Oni Explosive Maru.

    "The ONI are everywhere. Are they Demons? Are they Ogres? NOBODY Knows" -frustrated translators.

    Rarity: Common
    Type: Creature
    Race: Human
    Power: 2000
    Mana Number: 1
    Cost: 3
    Civilization: Fire

    A year later in February 2014, we had http://duelmasters.wikia.com/wiki/Chorochu,_Forty_Body

    Spooky.


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    Post by Admin 03.02.17 11:45

    Many people just love designing their own cards. Sometimes the cards made are extremely OP but one can always dream.

    That Wonder Wall is a very interesting card, though maybe a bit too tough. Opponent would have hard times getting through your beefed up defense. Interesting design Qbius, nonetheless


    You have been lucky Yami Michael for getting your dream card printed in a real set. It doesn't happen too often but also at least @ambazar has created some dream cards that later came out. They are watching us!
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    Post by Qbius 03.02.17 11:54

    That Wonder Wall is a very interesting card, though maybe a bit too tough. Opponent would have hard times getting through your beefed up defense. Interesting design Qbius, nonetheless
    I think it's important to note that the effect doesn't really do anything unless you run out of shields. Wonder Wall could as well read "If you have no shields, your opponent's creatures can't attack you until the start of your next turn", since this is what it would do most of the time, but its current design allows for some interesting interactions. Something like Wonder Wall + Slime Veil, for example. Way too elaborate to be powerful or even remotely strong, but funky nonetheless.

    Also, I forgot to add the "this card is put into your mana zone tapped" card text. Can we just all agree that all multi-civilization cards have this effect by default?
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    Post by Admin 03.02.17 12:35

    You have a point there, that makes it less effective and thus more fair, although you could use something like Meloppe to have control over the shield your opponent breaks.

    All multicolored cards are put into mana zone tapped so it's nothing major really and every one assumes that's the case with every multicolored card. It's part of the game mechanic, really.
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    Post by Yami_Michael 03.02.17 12:54

    Whenever I translate new spoilers shorthand, I write [mz rule] usually before they become wiki pages.

    In regards to Wonder Wall, Most of the time, you would likely want to just use Judgment Time. I am however disappointed that there cant be any flavor win involving it and Oasis as he doesn't cast spells.  Very Happy

    HOWEVER, this card does however bring combos with suicide cards that destroy your own shields. Technically you could use this with stuff like Kodamanma as a weird sort of draw. Or Benzo combos...

    ELTP wrote:but also at least @ambazar has created some dream cards that later came out. They are watching us!

    Which ones?


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    Post by Yami_Michael 03.02.17 17:33

    While the wiki for custom cards is fairly bare except for a few cards found here and here (and the cards that exist were mainly themed/balanced for Kaijudo), I did make this page to source together a lot of card design information:

    http://kaijudo-custom-cards.wikia.com/wiki/User:Yami_Michael/Links

    Maybe it just needs a separate DM custom wiki, to lessen any confusing issues.


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    Post by Admin 03.02.17 18:15

    Yami_Michael wrote:Which ones?
    There were actually several and one card was perfectly what he had already designed, including the name. Sadly I can't really remember any other cards at the moment expect that Amba had designed something almost identical to Keroyon Quartet. Maybe ambazar himself can tell you.

    It could be confusing to have all fan-created cards among other cards but I like the idea.
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    Post by Mr-ex777 03.02.17 18:25

    This one is a card i made on TCO and i based it on myself. I believe it's quite broken so watch out.

    X, Final Cross Seven
    Race: Final ZERO Creator/Final Command

    Type: Final Creator Field
    Rarity: Legend Rare
    Power: 150000
    Mana Number: 1
    Cost: 12
    Civilization: Zero

    Ultimate Gravity Zero: during your opponent's turn, if your opponent used a card for no cost that turn and you have 7 or more cards in your mana zone, you may expand this field into the battle zone for no cost.

    This field cannot be prevented from being put into the battle zone.

    This field cannot leave the battle zone.

    All of your creatures get "Eternal Omega".

    Denjara Switch X: At the start of your turn, you may turn this Field upside down once per game. If you do, this field becomes a creature. It's still a field, however.

    ---Creature Switch: If this field is a creature, this card gets the following abilities:---

    Your opponent's card effects do not affect this creature.

    Speed Attacker

    World Breaker

    When this field becomes a creature, put all of your opponent's creatures into the hyperspatial zone. Then summon any number of creatures that have total cost 15 or less from your graveyard, hand or mana zone. All of your creatures get "Speed Attacker" and cannot be blocked until the end of your turn.


    Last edited by Mr-ex777 on 03.02.17 20:06; edited 1 time in total
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    Post by Admin 03.02.17 19:25

    X, Final Cross Seven is still essentially a D2 Field that can be switched to a creature. Interesting, but how would you put something like that in a regular non-hyperspatial card? You should also have power of the creature some where.

    Final Cross Seven doesn't have a mana cost so it seems like you are only able to get into the battlezone using it's gravity zero.

    Very outside of the box thinking here. I don't really know what I think.
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    Post by Mr-ex777 03.02.17 20:07

    ELTP wrote:X, Final Cross Seven is still essentially a D2 Field that can be switched to a creature. Interesting, but how would you put something like that in a regular non-hyperspatial card? You should also have power of the creature some where.

    Final Cross Seven doesn't have a mana cost so it seems like you are only able to get into the battlezone using it's gravity zero.

    Very outside of the box thinking here. I don't really know what I think.

    My bad. There's the basic data of the card.
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    Post by ambazar 03.02.17 22:26

    Yami_Michael wrote:Which ones?

    It's tough to remember since it's been a while. But at least:

    Wave Spiral
    Spell, Water, Rare, 4
    -Shield Trigger
    -Choose a creature in the battle zone. Return all creatures with the same name as that creature in the battle zone to its owners hand.

    Exactly the same as Duet Spiral, except for the name. (http://duelmasters.wikia.com/wiki/Duet_Spiral)

    Experiment 4
    Water, 4444, ???, Very Rare, 4
    -Blocker
    -This creature can't attack.
    -At the start of your turn, you may reveal your hand to your opponent. If there's an "Experiment 4" in your hand, mana zone, battle zone and graveyard, you win the game.

    Very similar to P.P.P.P. (http://duelmasters.wikia.com/wiki/P.P.P.P)

    Also I created a card called "Necrodragon End of the World" like 2 years before the card came out Very Happy
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    Post by Admin 04.02.17 12:08

    Oh, so those were the ones you also designed first. It's not that easy to remember, it just was hilarious when you had created a card with exactly same specs as a upcoming one. @ambazar, what did your version of Necrodragon End of the World do?

    It's amazing how things go sometimes but when you are creating more well-thought cards, the chances of this becomes greater. Naturally.

    Keep up the creative work guys!
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    Post by Yami_Michael 04.02.17 12:25

    I think I had seen that Experiment 4 of yours before. Now I'm just sad that P.P.P.P doesn't have the 4444 power.

    Its actually the same design they likely created around the same in MtG with the sets only so many months apart, Hedron Alignment,


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    Post by Secret_Wyvern 06.02.17 16:13

    Here's my sets of 2 cards that are meant to work together. Don't know if any of them are overpowered though, most of them are probably overpowered but eh they're not real so who cares?

    *Arthur, The Extreme Wizard Arc
    Creature
    Fire
    No races
    16000
    Legend Rare
    10
    Speed Attacker
    Triple Breaker
    When this creature attacks you may draw a card, if you do put the top 3 cards of your deck into the graveyard, then you may cast a fire spell from among them at no cost

    Excaliber, Bane of Everything
    Spell
    Fire
    Legend Rare
    99
    Seal all your opponent's cards in the battle zone then shuffle all their shields into the deck, they may draw 3 cards if 2 or more shields were shuffled into the deck


    *Carnage, The Dead Poison
    Creature
    Darkness
    Desperado
    12000
    Legend Rare
    20
    This creature costs one less for every darkness card in your graveyard, as long as you dont control another Carnage, the Dead Poison
    World Breaker
    This creature cant be chosen by effects that don't destroy creatures
    When this creature is destroyed you may instead shuffle at least 5 cards from your graveyard into your deck
    When this creature attacks you may put all cards from your opponent's mana zone into their graveyard

    Dead Cross, Shattered Hope
    Spell
    Darkness
    Legend Rare
    15
    Attack Chance: Carnage, the Dead Poison
    You may cast this spell from your graveyard, if you do shuffle it into the deck
    You may discard your hand, then if you have no cards in your hand shuffle all your opponent's cards from the battle zone into their graveyard, then send at least one of your shields to the graveyard, if you cant you lose the game


    *Pearl, Light's Savior
    Creature
    Light
    Mettalica
    9000
    Legend Rare
    6
    You can't summon this creature if any cards in your mana aren't light
    When you put this creature into the battle zone, tap all your opponent's creatures in the battle zone, as well as the cards in their mana, they don't untap any of those cards next turn.
    Double Breaker
    Blocker

    Diamond Blaster
    Spell
    Light
    Legend Rare
    6
    /Shield Trigger/
    Attack/block Chance:Pearl, Light's savior
    This spell can't be cast from your hand by paying the mana cost
    Tap all your opponent's creatures in the battle zone, they dont untap during the opponent's next turn


    *Hercules, Baron's Brawn
    Creature
    Nature
    Wolf Command
    20000
    Legend Rare
    12
    When this creature enters the battle zone you may return 3 cards from your mana zone to your hand to tap this creature
    While this creature is tapped your opponent's creatures must attack it if able
    This creature is unaffected by non-creature effects that would make it leave the battle zone
    When this creature wins a battle return a shield you control to your hand, you may use shield trigger
    Triple breaker

    Baron's Trap
    Spell
    Nature
    Legend rare
    12
    Attack Chance: Hercules, Baron's Brawn
    Add any number of cards from your mana zone to your hand, for each card returned, send an opposing card to the mana zone


    *Costal King, Ravage Pirate
    Creature
    Coral Command
    9000
    Legend Rare
    10
    No effect can prevent this creature from being summoned or from being put into the battle zone
    When you put this creature into the battle zone return all other cards in the battle zone to hand
    When this creature attacks you may put any number of cards from your hand onto the bottom of your deck, for each sent draw a card, then you may pick a number between 1 and 3. Your opponent draws that many cards
    World Breaker

    Posiden Crush
    Spell
    Water
    Legend Rare
    10
    This spell cost 1 less for every other card in your hand, it cant cost less than 0
    Attack Chance:Costal King, Ravage Pirate
    Shuffle all cards from your opponent's hand into the deck. If 8 or more cards were shuffled away you win the game


    Well there they are.
    Change log-Changed Pearl to having to be mono-light
    Increased the needed amount of cards needed to be shuffled to kill the opponent from 6 to 8
    Removed the attack chance from the fire spell
    Changed the wording for Costal king
    Gave Author a draw effect to make him more fire


    Last edited by Secret_Wyvern on 08.02.17 16:34; edited 2 times in total (Reason for editing : Make cards slightly less op+change wording to make it correct)
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    Post by Admin 07.02.17 15:51

    Excaliber, Bane of Everything combined with Arthur could easily result in an instant win if your opponent didn't have Ninja Strikes in his hand.

    Carnage is also very powerful and like 5000GT, very easily reduced in mana cost. Loosing all of your mana would most definitely mean a defeat.

    Pearl would do almost the same. For 6 mana, literally freezing your opponent game for a whole turn. The light mana requirement could easily be reversed with the likes of Courtney.

    Poseidon Crush also is a bit too much easy winning.

    So yeah, many OP cards but interesting design, nevertheless.
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    Post by Yami_Michael 07.02.17 17:59

    Not really gonna discuss balance on them currently, but I remember I thought the first card should be part-darkness with that self mill effect. Now, if it was a -draw a few + discard ability, I wouldn't mind.

    I wont talk about the wording of the templating on them either, but im curious why you talk about "summon cant be negated" when we can't really do that in DM.

    You get a point for making a Metallica creature though. Impatiently awaiting to see more.


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    Post by Mr-ex777 07.02.17 18:01

    I have another card to post here. It's on TCO so don't forget to rate.

    --------------------------------------------------

    Io, Temporal Cyberman

    Race: Cyber Lord/Sonic Command

    Power: 9000

    Civilization: Water

    Cost: 7

    Blocker

    This creature cannot attack.

    When you put this creature into the battle zone or whenever this creature blocks, you may add a shield to your hand, If you do, put a card from your hand to your shields face down. (You cannot use shield trigger.)

    Awaken - When your opponent puts a creature into the battle zone or casts a spell, if it costs 4 or more, you may flip this creature. If you do, this creature cannot leave the battle zone until the end of your next turn.

    --------------------------------------------------

    Io=Vinci, The Intelliect Awakened

    Cost: 20

    Power: 17000

    Civilization: Water/Fire/Nature

    Race: Cyber Lord/Sonic Command/King Command

    Triple Breaker

    Your opponent cannot summon creatures that have the same civilization as a card in their graveyard.

    Your opponent cannot cast spells that share the same civilization as a spell in his graveyard.

    This creature cannot be blocked.

    Release (When this creature would leave the battle zone, flip it to the smaller costing side instead. If you do, this creature cannot awaken until the end of this turn.)

    --------------------------------------------------

    And this is the HS spell it uses:

    Hyperspatial Intellect Hole
    Choose one of your opponent's creatures. Until the start of your next turn, that creature cannot attack or block.

    Put a water psychic creature that costs 7 or less from your hyperspatial zone into the battle zone.

       Rarity: Rare
       Type: Spell
       Mana Number: 1
       Cost: 5
       Civilization: Water

    --------------------------------------------------

    And these are the TCO links:
    Psychic
    HS Spell


    Last edited by Mr-ex777 on 07.02.17 18:50; edited 1 time in total
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    Post by DarknessPony 07.02.17 18:47

    Seeing all these goodies, I might as well share this little "mini story" I created with 8 cards.

    Basarab, Vampire Lord
    Rarity: Legend Rare
    Type: Creature
    Race: Demon Command
    Power: 13000
    Mana Number: 1
    Cost: 10
    Civilization: Darkness
    ■ This creature costs 3 less to summon for each D2 Field in either player's graveyard. However, it can't cost less than 1.

    ■ When you put this creature into the battle zone, put a D2 Field from your graveyard into the battle zone. If you do, each of your opponent's creatures gets -10000 power until the end of your turn.

    ■ Triple breaker

    Flavor: This is the story of a new world where everything is in reverse. The centuries old Basarab must protect his Kingdom of Darkness and ensure that ten thousand year peace is kept, lest a new bloody war should emerge.

    Minamoto, Evil Shogun
    Rarity: Legend Rare
    Type: Creature
    Race: Flame Command/Gaia Command
    Power: 7000
    Mana Number: 1
    Cost: 6
    Civilization: Fire/Nature
    ■ (This creature is put into your mana zone tapped.)

    ■ When you put this creature into the battle zone, put all Fire and Nature creatures with cost 4 or less from your mana zone into the battle zone.

    ■ Speed attacker

    ■ Double breaker

    ■ Whenever a creature attacks, put the top card of your deck into the mana zone.

    Flavor: The forces of Minamoto migrated from the Eastern forests which they had long devastated and sucked dry of resources. And then they found a new prosperous land to conquer, the Kingdom of Darkness...

    Minamoto, Tyrant Shogun
    Rarity: Legend Rare
    Type: Creature
    Race: Flame Command/Gaia Command
    Power: 9000
    Mana Number: 1
    Cost: 7
    Civilization: Fire/Nature
    ■ (This creature is put into your mana zone tapped.)

    ■ When you put this creature into the battle zone, you may choose one of your opponent's creatures with cost 9 or less and destroy it. Then you may choose one of your opponent's creatures and put it into its owner's mana zone.

    ■ Speed attacker

    ■ Double breaker

    ■ Whenever one of your creatures attacks, you may choose one of your opponent's creatures and battle it with this creature.

    Flavor: The forces of Minamoto flocked upon the Kingdom of Darkness in great numbers and their swift attacks brought down their forces. The race of Vampires was overthrown and a new leader had risen.

    Basarab, Vampire of Revenge
    Rarity: Legend Rare
    Type: Creature
    Race: Demon Command
    Power: 11000
    Mana Number: 1
    Cost: 8
    Civilization: Darkness
    ■ When you put this creature into the battle zone, your opponent can't choose this creature until the start of your next turn.

    ■ Each of your creatures gets +4000 power.

    ■ Each of your opponent's creatures gets -4000 power.

    ■ Double breaker

    ■ Whenever a creature is destroyed, return a card from your graveyard to your hand.

    Flavor: Basarab's greatest fears came to reality when he lost his kingdom to the powers of the invading forces. Forced to retreat in the capital's sewers with a few surviving allies, he swore bloody revenge upon the Tyrant Shogun.

    Basarab, Vampire of Rebellion
    Rarity: Legend Rare
    Type: Creature
    Race: Demon Command
    Power: 11000
    Mana Number: 1
    Cost: 8
    Civilization: Darkness
    ■ When you put this creature into the battle zone, put up to 2 Darkness Demon Commands with cost 7 or less from your graveyard into the battle zone. Until the start of your next turn, those creatures get "blocker" and they can't leave the battle zone by the effects of your opponent's creatures or spells.

    ■ Double breaker

    ■ At the start of your opponent's turn, he chooses one of his creatures and destroys it.

    Flavor: Gathering the few forces which he had left, Basarab plotted the day when they would rise from the imposed exile to reclaim what they had lost. At last, the rebellion has begun.

    Minamoto, Controlling Shogun
    Rarity: Legend Rare
    Type: Creature
    Race:Flame Command/Gaia Command
    Power: 9000
    Mana Number: 1
    Cost: 7
    Civilization: Fire/Nature
    ■ (This creature is put into your mana zone tapped.)

    ■ When you put this creature or any other creature into the battle zone, choose one of your opponent's creatures with "blocker" and destroy it.

    ■ Speed attacker

    ■ Double breaker

    ■ Whenever one of your creatures attacks, put a Fire or Nature Dragon with cost 8 or less from your mana zone into the battle zone. That creature gets summoning sickness until the start of your next turn.

    Flavor: Fame, fortune and wealth had gotten to the mind of Minamoto. The fear of losing all he had obtained pushed him to endless acts of tyranny even against his own troops. Everyone feared his rule and the way he exploited the newly acquired land. But deep down inside, even he knew that the perfect control did not exist.

    Minamoto, Final Shogun
    Rarity: Legend Rare
    Type: Creature
    Race:Cyber Command/Flame Command/Gaia Command
    Power: 13000
    Mana Number: 1
    Cost: 10
    Civilization: Water/Fire/Nature
    ■ (This creature is put into your mana zone tapped.)

    ■ When you put this creature into the battle zone, reveal your hand. If you have 3 or more Dragons in it, this creature gets "speed attacker".

    ■ Triple breaker

    ■ Whenever this creature attacks, you may draw a card for each Water, Fire or Nature Dragon in your mana zone. Then you may put any number of Water, Fire or Nature Dragons from your hand into the battle zone. Those creatures can't attack until the start of your next turn.

    ■ When this creature's power would be reduced to 0 or less, you lose the game.

    Flavor: Minamoto's paranoia made him seek more and more power until he brought the very might of the oceans to his knees. Now the Final Shogun will crush the rebellion of the Vampires.

    Basarab, Final Vampire
    Rarity: Legend Rare
    Type: Creature
    Race: Demon Command
    Power: 14500
    Mana Number: 1
    Cost: 12
    Civilization: Light/Darkness
    ■ (This creature is put into your mana zone tapped.)

    ■ This creature costs 4 less to summon for each non-creature card in either player's graveyard. However, it can't cost less than 2.

    ■ When you put this creature into the battle zone, reveal the top card of your deck and put it into your hand. Each of your opponent's creatures gets -1000 power for the cost of that card.

    ■ Blocker

    ■ Triple breaker

    ■ Whenever a creature attacks, put a Light or Darkness Demon Command with cost 7 or less from your hand or graveyard into the battle zone.

    Flavor: Although he knew that the divine power was false, he accepted it in order to defeat Minamoto. Now Basarab looks forward to another ten thousand years of peace as our story moves to another place.
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    Post by Secret_Wyvern 07.02.17 19:02

    Yami_Michael wrote:...I wont talk about the wording of the templating on them either, but im curious why you talk about "summon cant be negated" when we can't really do that in DM...

    For cards like Van Beethoven that can stop certain cards from being put into the battle zone
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    Post by Yami_Michael 08.02.17 15:55

    Secret_Wyvern wrote:For cards like Van Beethoven that can stop certain cards from being put into the battle zone

    Ah, ok. I guess there's no good way of templating that normally.



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    Post by Admin 08.02.17 16:25

    Secret_Wyvern wrote:This creature's summon can't be negated
    The wording should be: "No effect can prevent this creature from being summoned or from being put into the battle zone". I really hope these kind of effects won't become reality since they would bring stupid situations where the opposing player could still use cards that he shouldn't be able to use.
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    Post by Secret_Wyvern 08.02.17 16:36

    ELTP wrote:
    Secret_Wyvern wrote:This creature's summon can't be negated
    The wording should be: "No effect can prevent this creature from being summoned or from being put into the battle zone". I really hope these kind of effects won't become reality since they would bring stupid situations where the opposing player could still use cards that he shouldn't be able to use.

    K, I changed the wording to match that. And Im sorry but Van Beethoven is not a card I enjoy being locked by.

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