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Archives / White Hell Series of cards (Scripted, 7 cards)
« on: February 17, 2021, 07:34:02 pm »
LIGHT Warriors (mostly), that deeply care about banishing. Battle Phase Oriented Archetype, that uses an original White Veil, to punish even harder. It isn't very strong....but its already scripted and you can test it out on Koishi no prob.

Monsters (MD)

White Hell Swordsman
Level 4 LIGHT Warrior
1600 & 1200 DEF
If this card is Normal or Special Summoned: You can add 1 "White Hell Fusion" from your Deck to your hand. If a Fusion monster(s) in your possession is banished, or a Fusion monster you control banishes a card(s) in your opponent's possession, while this card is in your GY: You can add this card from your GY to your hand. You can only use each effect of "White Hell Swordsman" once per turn.

Purifying Shining Dragon
Level 4 LIGHT Dragon
If a LIGHT Warrior monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. If a non-LIGHT monster(s) is banished to activate the effect of, or by the effect of, a monster: You can target 1 non-LIGHT banished monster; Special Summon 1 LIGHT Warrior monster from your Deck, with the same Level as the targeted monster. You can only use this effect of "Purifying Shining Dragon" once per turn.

Knight of White Belief
Level 3 LIGHT Warrior
1500 & 700 DEF
You can reveal this card and 1 "White Hell Fusion" or "White Veil " in your hand; Special Summon this card from your hand, then, you can place 1 Equip Spell from your hand on the bottom of your Deck, then draw 1 card. If this is banished to activate a Fusion Monster's effect: You can send 1 LIGHT monster from your Deck to the GY. You can only use each effect of "Knight of White Belief" once per turn.

Spell and Traps

White Hell Fusion
Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using LIGHT monsters from your hand or field as Fusion Material. A monster Fusion Summoned this way gains the following effect.
● Once per turn: You can banish 1 LIGHT monster from your GY: add 1 "White Veil" from your Deck or GY to your hand.

ED monsters

Enforcer of White Truth
Level 8 LIGHT Warrior Fusion
2700 ATK & 2000 DEF
1 LIGHT monster + 1 Warrior monster
Once per turn: You can target 1 face-up Spell you control; once during each Battle Phase this turn, if that card activates its effect on the field, immediately after that effect resolves, banish 2 of your opponents cards (1 on the field and 1 in the GY). If this face-up Fusion Summoned card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: Add 1 Equip Spell from your GY to your hand.

Soldier of White Army
Level 7 LIGHT Warrior Fusion
2500 ATK & 1900 DEF
1 LIGHT Warrior monster + 1 LIGHT monster
Must first be Fusion Summoned. You can banish 1 LIGHT monster from your GY; add 1 Level 4 or lower LIGHT Warrior monster from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use this effect of "Soldier of White Army" once per turn. If this card battles an opponent's monster, while equipped with "White Veil", your opponent's monsters effects cannot be activated. If an attack is declared involving this card while it is equipped with "White Veil": Your opponent's face-up monsters have their effects negated until the end of the Damage Step. When this card destroys an opponent's monster by battle: You can destroy all your opponent's monsters.

Hell Warrior of White Armageddon
Level 10 FIRE Warrior Fusion
3100 ATK & 2800 DEF
1 Warrior monster Special Summoned from the Extra Deck + 1 LIGHT Warrior monster
Must first be Fusion Summoned. This banished card cannot be Special Summoned. If this card battles a non-LIGHT monster, at the start of the Damage Step: That monster's ATK/DEF becomes 0, and if it does, if a monster destroys that monster by battle during the Battle Phase, banish it. Your opponent cannot target "White Veil" you control with card effects, also it cannot be destroyed by your opponent's card effects. If this card is destroyed by battle or card effect and sent to the GY while equipped with "White Veil": Banish this card and 1 "White Veil" from your GY; banish cards your opponent controls, equal to the number of your LIGHT monsters banished.

Done. I'm going wild.

2
Mecha Phantom Beasts are an weird archetype. Its not really good, but it has some really good cards. Lately MPB has received an link 3 that makes bunch of shiet more viable, not necessary MPB.
In MPB there is a theme around Synchro monsters, they protect monstes, but not themselves. I decided to give em' an Ultimate Synchro. I could give them more monsters/support, but with the link 3
it tbh completely ruins the archetype and puts custom cards for this archetype in a bad spot. In case if you would make actual support to play MPB, it would be either overshadowed by what you can do with 1 starter for the link 3 and if it doesnt, you probably making shietty support.
So i just decided to give them an boss monster for an Deck to base around. here it is.

Mecha Phantom Beast Zduheed
Synchro Monster Effect Level 12 WIND Machine
3200 ATK & 2700 DEF
1 "Mecha Phantom Beast" Tuner + 1 or more non-Tuner monsters
You can only control 1 "Mecha Phantom Beast Zduheed". Other "Mecha Phantom Beast" monsters and Tokens you control cannot be targeted by your opponent's card effects, also they cannot be destroyed by battle or card effects. Once per turn (Quick Effect): You can Tribute 1 Token, then target 1 card your opponent controls; destroy that target and if you do, banish it. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can target 1 of your cards that is banished face-up or in your GY; place that target on the top of your Deck.

its totally k (gonna update once i finish correcting)

3
Archives / Archetype (Real) Support, Six Samurai.
« on: December 21, 2019, 10:57:40 pm »
Six Samurai.....
The Archetype has lots of monsters indeed...BUT, of course, the usefulness of most of those cards is zero and mostly garbage. The Deck also has really bad and unfun playstyle, solitare how people call it. Well, my Support doesnt change it that much. Six Samurais have lots of weaknesses and cannot play against disruptions and is weak at the start. What my support wants to do, is give them a modern boss monster, that is true to the archetype design, make more focus on Great Shogun Shiens strongest warriors (six sams with more than 2400 ATK) and if they play isolde (they should do), have an archetypal good equip spell. Also i wanna give them cards that Special themselves better, since if there are no six sams on the field, you screwed. Here are the cards, also the support isnt there to make them meta, but more like make the archetype more playable against disrupts.
Great Six Samurai Daryu - Palace Watcher
Warrior DARK Pendulum Scale 0
1500 ATK & 800 DEF
LVL 3
Pendulum Effect:
Each time a "Six Samurai" monster(s) is Special Summoned from the Extra Deck, place 1 Bushido Counter on this card. Continuous Spells you control cannot be destroyed by card effects while this card has 2 or more Bushido Counters.

Monster Effect:
If you control a Continuous Spell, you can Special Summon this card (from your hand). If you control a "Six Samurai" monster with an different name: You can add 1 "Six Samurai" Spell/Trap from your Deck to your hand. You can only use this effect of "Great Six Samurai Daryu - Palace Watcher" once per turn. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. (card already scripted)

Great Six Samurai Ronna - Shrine Keeper
Warrior LIGHT Pendulum Scale 5
1300 ATK & 1400 DEF
LVL 4
Pendulum Effect:
You can place 1 Bushido Counter on this card for each face-up Spell you control. You can only use this Pendulum effect of "Six Samurai Ronna - Shrine Keeper" once per turn. Monsters you control gain 100 ATK for each Bushido Counter on this card.

Monster Effect:
If your opponent controls a card, you can Special Summon this card (from your hand). You can tribute this card (Quick Effect); place 2 Bushido Counters on a card you can place Bushido Counters on. (Quick Effect): You can place this card in your Pendulum Zone, then, Special Summon 1 "Six Samurai" monster from your hand. You can only use each of the preceding effects of "Six Samurai Ronna - Shrine Keeper" once per turn.

Strategy Shogun of the Six Samurai
Ritual Warrior WATER
2500 ATK & 1400 DEF
LVL 6
You can Ritual Summon this card using "Bushido Ritual of a Shogun". Once per turn, if an opponent's monster activates it's effect OR an opponent's monster declares an attack: You can negate the activation or that attack and if you do, destroy it. If a card(s) you control would be destroyed, you can destroy 1 other face-up "Six Samurai" monster you control, instead.

Bushido Ritual of a Shogun
Ritual Spell
This card is used to Ritual Summon "Strategy Shogun of the Six Samurai". You must also tribute monsters from your hand or field and/or remove Bushido Counters whose total Levels and the number of Bushido Counters removed equal or exceed 6. If a "Six Samurai" monster whose ATK is more than 2400 or more is destroyed by battle or an opponent's card effect: You can banish this card from your GY; Special Summon 1 "Great Shogun Shien" from your Deck or hand.

Steed Army of the Shogun
Equip Spell
Equip this card to a "Great Shogun Shien" or "Six Samurai" monster with 2400 or more ATK. It gains 1000 ATK. While this card is equipped to a monster, your opponent cannot activate cards or their effects in response to the activation and effects of "Six Samurai", "Shien" monsters and Continuous Spells. If this card is in your GY: You can target 1 appropriate monster on your side of the field this card can be equipped to; equip this card from your GY. You can only use this effect of "Steed Army of the Shogun" once per turn.

thats it.
https://www.duelingbook.com/deck?id=4543021 here is a link on duelingbook if you want....


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