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Yu-Gi-Oh! Fantasy Dueling League


Guest Altron Gundam
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Guest Altron Gundam
Well, I've decided to start a Fantasy Yu-Gi-Oh! dueling league over Apprentice. You input the made-up cards in the sets I release and use them to duel. Of course, all current YGO cards are legal as well.

Let me explain how this works. Every two weeks or so, I will release a set of madeup cards. I will also be taking submissions of madeup card ideas that anyone has. Feel free to post your madeup cards in here. They have to be reasonable. To make sure this stays fair, I will be the final word on whether a certain madeup card gets into a set or not. Anyway, I'll setup the league shortly.

To find out what effects a certain card has, I'll setup an online database right here with their effects. In Apprentice, along with the name of the card, also input the assigned card number or set number. An example would be like how Android Psycho Shocker(e. Jinzo) is LN-001. It will be easy to find on the online database here.

Anyway, without further ado, anyone who has madeup card ideas submit them here. And if you wanna sign up for the upcoming league, sign up here as well. Here's a preview of the first set:

The first set is the attached thing. It is called "Flames of Anarchy".

Note: Any card with a * next to it is a current card in Duel Monsters.
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Flames of Anarchy

AF-01
Blood Drake(Fire/Dragon/4/1900/1400)
Effect: If this card is destroyed by battle do 1000 direct damage to your opponent.

AF-02
Warrior of the Flame - Aragon(Fire/Warrior/4/1900/1200)
Effect: When this monster is summoned, you may choose to reduce its defense power to 0, and attach a magic counter to [Warrior of the Flame - Aragon]. You may then remove a magic counter to destroy one magic or trap card on the field. When this monster attacks, his mode must change to defense mode.
Note: Restricted to one per deck.

AF-03
Dispelling Flame Barrier
Type: Counter Trap
Effect: If you have a fire main-type monster in your hand, negate the activation of a magic card, destroying it.

AF-04
Ruby-Eyes Tyrant Dragon(Fire/Dragon/12/4400/4000)
Effect: This monster may only be special summoned to the field by the sacrafice of a [Tyrant Dragon]+[Magma Ruby](after a Tyrant Dragon has been effected by a Magma Ruby). After it has entered play and dies by battle, it may be special summoned from the graveyard. This monster may attack twice during the battle phase if it attacks a monster during its first attack. Negate and destroy any trap cards that are activated by your opponent while this card is face up on the field.

AF-05
Magma Ruby
Type: Insnant Magic
Effect: Raise the targeted monster's attack by 1000 points, and this monster may only be a fire main-type monster. If engaged in a battle with a monster of a water main-type attribute, decrease the targeted monster's attack by half.

AF-06
Magma Soldier(Fire/Fire/4/1900/400)
Effect: When this monster is summoned, reverse summoned, or special summoned, search your deck for a [Magma Ruby]. If sacrificed to summon a fire main type monster, this may be the only monster sacrificed to summon that monster regardless of level.

AF-07*
Tyrant Dragon(Fire/Dragon/8/2900/2500)
Effect: If your opponent has any monsters on the Field, this monster can attack twice during your Battle Phase. Also, negate the effects of Trap cards targeting this monster, and destroy them. If you Special Summon this monster from your Cemetery, you must sacrifice 1 of your Dragon Sub-Type monsters on the Field.

AF-08
Dragon Burst Fireball
Type: Instant Magic
Effect: Choose one of the following two effects:
- Destroy one magic or trap card on the field.
- Do 800 damage directly to your opponent's life points.

AF-09
Flame Incarnation
Type: Normal Magic
Effect: You may special summon a monster from either graveyard. That monster now is a fire-main type monster and is removed from the game when destroyed through battle or an effect.
Note: Restricted to one.

AF-10
Dragon Revival Ritual - Infernal Rave
Type: Normal Trap
Effect: Sacrifice 1000LP and destroy all the monsters on the field in attack mode. Special summon two level 4 or less dragon sub-type monsters or summon one level 5 or more dragon sub-type monster.
Note: Restricted to one.

AF-11
Dragon Inferno Raze
Type: Normal Magic
Effect: Destroy all the magic and trap cards on the field for both players. However, if you have a dragon sub-type on the field, only destroy your opponent's magic and trap cards.
Note: Restricted to one.

AF-12
Aerial Fire Dragon Assault
Type: Equipment Magic
Effect: The equipped monster must be a dragon sub-type and gains 400 attack. If the equipped monster attacks a monster in defense mode with a lower defense strength do damage to your opponent equal to the difference. The equipped monster may not attack during the next turn.

AF-13
Recoverer of the Flame(Fire/Animal/2/450/600)
Effect: Reverse: You have the choice between these two effects, choose one:
- Special summon a fire main-type monster level 4 or less from your graveyard.
- Return a magic/trap from your graveyard to your hand.
Note: Restricted to two.

AF-14
Emblem of Fire
Type: Normal Magic
Effect: One of your fire main type monsters may attack twice during the battle phase.

AF-15
Star-Light Nova Phoenix(Fire/Fire/6/2400/1400)
Effect: Remove any monster destroyed by [Star-Light Nova Phoenix] from the game. Reduce any monster on the field with the same attack stregnth by 500.

AF-16
Molten Rock(Fire/Rock/3/1000/1000)
Effect: Reverse: Destroy all the monsters on the field. You and your opponent draw five cards from the top of your deck and special summon any fire main-type monsters that are level 4 or less in any desired mode. If the opponent cannot summon any monsters by this effect, the opponent may special summon 1 level 4 or less monster from his graveyard.
Note: Restricted to one.

AF-17
Fire Chasm
Type: Normal Magic
Effect: Remove 1 card from your graveyard and destroy one monster on the field.
Note: Restricted to two.

AF-18
Wall of Fire
Type: Counter Trap
Effect: You may activate this when an opponent's monster attacks. Negate the attack, destroy the attacking monster, and reduce all attacks for monsters on the field that are not fire-main type monsters by 700.
Note: Restricted to one.

AF-19
Erupting Volcano
Type: Field Magic
Effect: Raise all fire monsters on the field by 500 attack points and 200 defense points.
Note: Restricted to two.

AF-20
Beserking Vigor
Type: Permanent Trap
Effect: All monsters on the field are raised 300 attack points and switched to attack mode. All monsters must now be placed in attack mode. If monsters are flipped, all reverse effects are negated.

AF-21
Shadow Beserker(Dark/Warrior/8/2750/2100)
Effect: Raise this monster's attack by 100 for every Dark main type this monster destroys.

AF-22
Sand Raiders(Earth/Warrior/4/500/1500)
Effect: When this monster does direct battle damage to your opponent, you may take the top card of his deck under your control.
Note: Restricted to one.

AF-23
Serpent Spearmen(Earth/Animal-Warrior/4/1300/500)
Effect: For every monster destroyed by [Serpent Spearmen] do 200 damage to their controller.

AF-24
Tutored Angel(Light/Angel/2/500/600)
Effect: When this card goes to the cemetery, special summon 3 [Tutored Angel Tokens](Light/Angel/1/200/200) to the field and draw 1 card.

AF-25
Skull Navy Scout(Dark/Warrior/3/900/500)
Effect: Any [Skull Navy Ships] in your deck may be special summoned once this monster dies from battle. You may sacrifice this monster and any one other monster to special summon a [Skull Navy Assault Fortress] onto the field.

AF-26
Death Knight(Dark/Warrior/4/1850/900)

AF-27
Skull Navy Ship(Dark/Animal/4/1500/1400)
Effect: Raise this monster's attack 300 for every other monster with [Skull Navy] in its name.

AF-28
Grinding Axeman(Earth/Animal Warrior/4/1800/1000)
Effect: When this card is destroyed from battle, you may pay 1000LP to revive this monster and place 2 [Axe Tokens](Earth/Animal/2/500/600) on the field.

AF-30
Vortex to the Past
Type: Normal Trap
Effect: You may only activate this card on an opponent's turn. Make 1 legal normal summon onto the field(Normal Sacrifice requirements apply).

AF-31
Devious Turn
Type: Normal Trap
Effect: When your opponent attacks, sacrifice one of your monsters on the field and the attacking monster to special summon a level 7 or higher monster from your hand.
Note: Restricted to two.

AF-32
Earthquake
Type: Normal Trap
Effect: When a monster attacks, you may activate this card. Destroy the attacking monster, and special summon a monster level 4 or lower monster from your graveyard. Do to your opponent damage equal to half to destroyed monster's attack points.

AF-33
Skull Navy Assault Fortress(Dark/Animal/9/3200/3500)
Effect: This card may only be special summoned by the sacrifice of a [Skull Navy Scout] and one other monster. During the turn that this monster is summoned revert all other monsters on the field to defense mode(they may change their mode next turn), and no other monsters may be summoned that turn. Any monster summoned while [Skull Navy Assault Fortress] is face up on the field has its attack power decreased by 500.

AF-34
Bloodlust
Type: Equipment Magic
Effect: Every standby phase after the targeted monster is equipped with [Bloodlust] raise its attack by 300. If the targeted monster attacks a face-down monster, destroy the face-down monster ignoring the damage phase and reverse effect if there is any.

AF-35
Serene Rains
Type: Field Magic
Effect: Decrease all fire main-type monsters attack points by 500. Raise all water monster's attack and defense by 300. During the third standby phase after this card was played, search your deck for a [Great Flood] magic card, play it, and bury [Serene Rains].

AF-36
Great Flood
Type: Field Magic
Effect: Decrease all fire main-type monsters attack points by 800. Raise all water main-type monsters by 600. Negate any magic/trap effects that target your water main-type monsters.

AF-37
Collasal Leviathan(Water/Animal/8/2800/2500)
Effect: This monster may only be summoned into play if a [Great Flood] is on the field. If this monster is face-up on the field, and [Great Flood] is destroyed, the field turns to [Sea].

AF-38
King of the Seven Seas: Poseidon(Water/Warrior/7/2700/1300)
Effect: Must be summoned by ritual magic, [Legendary Currents]. Sacrifice monsters on the field or in your hand with level equal to 7 or more. If a [Great Flood] card is played while Poseidon is face-up on the field, special summon 1 monster with [Atlantian] in their name with level 4 or less from your deck instead of drawing.

AF-39
Flowing Cleansing
Type: Instant Magic
Effect: Negate any magic, trap, or monster effect that targets a water main-type monster.

AF-40
Atlantian Diver(Water/Animal-Warrior/4/1500/1800)
Effect: If [Great Flood] is the field, this monster may not be targeted by magic or trap effects.

AF-41
Anarchial Incineration
Type: Normal Trap
Effect: Activate after one of your fire main-type monsters is destroyed by battle. Destroy the monster that last attacked.

AF-42
Luminating Flame Torch
Type: Normal Magic
Effect: Discard one card from your hand. Draw 2 cards.
Note: Restricted to one.

AF-43
Firebreathing
Type: Equip Magic
Effect: Target one of your dragon sub-type monsters. Increase the targeted monster by 300 attack points and raise the targeted monster's attack 100 for every monster it destroys.

AF-44
Volcanic Dragon(Fire/Dragon/4/1900/400)
Effect: If this monster dies from battle, you may search your deck for a Tyrant Dragon and special summon it onto the field. The Tyrant Dragon may not attack on the turn it was summoned. If [Volcanic Dragon] is special summoned from the graveyard, increase its attack by 500 points.

AF-45
Atlantian Harpoonist(Water/Animal-Warrior/4/1200/1300)
Effect: This monster may attack twice during the battle phase if [Great Flood] is on the field.

AF-46
Atlantian Whale Knight(Water/Animal-Warrior/4/1900/500)
Effect: If [Great Flood] is on the field, when Atlantian Whale Knight goes to the cemetery by Battle, search your deck for [Atlantian Order] and put it into your hand.

AE-47
Atlantian Champion(Water/Animal-Warrior/6/2300/1850)
Effect: Must be special summoned by [Atlantian Order] magic card. For every monster with [Atlantian] in its name, and [King of the Seven Seas: Poseidon] on the field when this monster is normal summoned, give a [death counter] to [Atlantian Champion]. Whenever [Atlantian Champion] is sent to the graveyard from the field, special summon [Atlantian Champion] and remove a death counter from this monster. If [Atlantian Champion] is sent to the grave with no [death counters] remove [Atlantian Champion] from the game.

AF-48
Terrain of Gaia
Type: Normal Magic
Effect: Search for one Mountain Raider in your deck and put it into your hand.

AF-49
Mountain Raider(Earth/Warrior/4/1500/1000)
Effect: Discard one card in your hand for this monster to attack. Whenever this monster does battle damage to your opponent, your opponent must discard the top 2 cards of his deck.

AF-50
Gamble From Above
Type: Instant Magic
Effect: You may take a look at any face-down card on the field. No flip-effects are activated at this point.

AF-51
Submission to the Mighty
Type: Counter Trap
Effect: When your opponent attacks you, you may make one sacrifice during the opponent's turn before the damage step takes place.

AF-52
Raider of the Brimming Sands - Rakusa(Dark/Animal Warrior/6/2300/1950)

AF-53
Ultimate Black Magic Ritual: Shadow Gate
Type: Normal Magic
Effect: If you have a Black Magician, Black Magician Girl, and Magician of Black Chaos in your hand, field,you may play this card. Special summon from your deck [Black Magic Lord: Rasiridou].Bury the [Black Magician], [Black Magician Girl], and [Magician of Black Chaos] that count in the use of playing this card.

AF-54
Apostle of Fire: Colossus of the Inferno(Fire/Fire/10/3750/3500)
Effect: Remove 5 fire-main type monsters in your graveyard and sacrifice 1000LP to special summon this monster. No other monsters may be summoned this turn. When this monster is face up on the field, you may discard 2 cards from your hand to destroy one of the monsters on the field. You may only use this effect once per turn.

AF-55
Black Magic Lord: Rasiridou(Dark/Magic-User/10/3500/3100)
Effect: Only can be special summoned by [Ultimate Black Magic Ritual: Shadow Gate]. For every magic card you and your opponent activate, add a magic counter to this monster. You may remove 5 magic counters from this monster to special summon a [Black Magician] and [Black Magician Girl] or [Magician of Black Chaos] onto the field from your deck. Reduce this monster's attack and defense by 500 for every [Black Magician], [Black Magician Girl], or [Magician of Black Chaos] on the field.

AF-56
Atlantian Order
Type: Normal Magic
Effect: Special summon an [Atlantian Champion] from your deck onto the field at the sacrifice of one water main-type monster on the field.
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[color=royalblue]This looks like it would be a lot of fun, Altron. I would join, but I probably won't have enough spare time. ^^; I would like to make a card suggestion, though.

Phoenix Dragon (Fire/Dragon/6/1850/1500)
Effect: If this card is destroyed in battle by an opponent monster and sent to the Graveyard, you may pay 1000LP to Special Summon this monster onto the field.[/color]
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There are still 5 1900 ATK level and that's an awfull lot... I mean, even in japanese there aren't that many (9 if I correctly remember) 1900 level 4 effectless (Like Gemini Elf or Demon Soldier) or nearly effectless (Like Newt or Spear Dragom)
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Guest Altron Gundam
Cicerus, the game is heading in a new direction. Players are starting to tend more to 2000+ atk level 4 monsters with ill effects more than the 1900's now.
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It certainly won't be the case in English... Look what they did of Zombyra the Dark... As for Japanese, I'm not really familiar with it, but the play is centering on set of cards and specific combos too, rather than pure beatdown, which can't reallyt be done now without some kind of focusing
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