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Card Making Game V.7: Off the Rails

#1GX000Posted 5/24/2012 9:13:46 AM
the challenge is Off the Rails. make a card that does something totally different of something that requires you to do something outside of normal game play. Feel free to go crazy, just don't torture your opponent.

Off the Rails
Strech!

Normal Spell
reach to the sky to target 1 face up monster you control: that target gains 800 ATK / DEF x the number of feet you reached until the end phase.

(posting from a mobile device and would very much apriciate if someone would copy/paste the rules from V.6)
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I'm Soooooo.....
:) :'( :3 >:( :p
#2Savra104Posted 5/24/2012 10:24:39 AM
Rules

1.
Cards must have everything that the type of card normally has. Monster cards have Levels (or Rank), Type, Attribute, Sub-Type, ATK, DEF, and effects if they are Effect monsters. Spell/Trap cards have Attributes, Types (Field, Counter, Continuous) and effects. Try not to forget the basic traits of your cards.

2. Avoid the Forbidden List at all costs. Some Challenges may sidestep this rule.

3. It must be usable. If you would not use it in a duel, please refrain from it.

4. If you take part in one or more challenges, please state which one by citing the name of the Challenge or the post number of the challenge so that participants are known. The Challenge name(s) or post number(s) must be bolded at the top of each post taking part in a challenge.

5. Challenges in this topic aren't graded, but other posters may voice their opinions about your created cards and rate them. This allows for more participation.

6. The last person to post cards in a topic before a new topic is needed or a person agreed upon prior to the end of the topic is the person to create the new edition of the topic.

7. The theme of the topic will be in the topic title after the Version #. If it is not, then simply look at the first few posts for information.

8. Any person may make their own Challenges for others to try their hand at. If you wish to see what people will create or if you wish to challenge them, have at it. If your challenge falls into the lines of another Challenge, please list the origin Challenge, then your suggested one.

#8 Ex.
Old Dog New Tricks
Harpies Return!

Create 5 cards to support Harpie Ladies! They must be 2 Spell/Trap cards and any 3 monsters.
#3Savra104Posted 5/24/2012 10:29:31 AM
Current High Challenges

Restarting the Loop: Create cards with the effect of restarting, reversing, or reusing effects(and/or their costs), phases, and / or turns.

Create a New Sub-Type: (ie: toon / tuner / union / spirit) Explain what's unique about your new sub-type and make at least 10 cards that are either monsters with that
sub-type or Spell/Trap Cards that support that sub-type. (be sure to include at least 6 monsters)

Sprinkles for Vanilla: Create support for Normal Monsters.

Archetype Alliance: Create cards (max 10) that support/are members of two (or more) archetypes.

Make your Opponent Suffer: Cards with intent of harming the enemy.

Old Dog New Tricks: Create cards based on or supporting existing cards.

A "Token" Archetype: Create an archetype that revolves around using tokens. The theme of the archetype must make sense for having tokens.

Counter Rain Storm: Create 2-6 cards that use or generate new or existing counters. These counters must be used by at least one of your cards and generated by at least one of your cards.

Anti-Challenge: Create a card that does the opposite of a challenge's requisite.

LOL: Create cards that are broken, pointless, or funny.

Combine With Me: Create a set of cards that can't do much without one another on the field but combine to form an unstoppable force.

Names: Create cards based on the name of a challenge, card pack, or usernames.

Sacred Ritual: Create a group of ritual monsters and spells that can work with other decks/archetypes.

Steal and Burrow: Create cards that can steal an opponent's card and/or give your opponent something that can afflict them.

Cursed Cards: Create cards that are normally too powerful but have a reasonable hazard or downside to the user that makes them balanced.

Holiday Cards: Create cards that have something to do with a Holiday; please state the Holiday.

Caller's Wish & Luck: Create cards that are designed to save you from certain defeat. Last ditch effort cards that are simple yet strong.

Final Moves: Create cards that alter the rules in order to solidify or cause a victory. Ex. Last Turn.

Intervention: Create cards designed to halt or counter an archetype or deck but do little to hurt others.

Down the Rabbit Hole: Create Deck Master cards based on New or Existing Monsters. They must feature a way of Summoning their real counterparts and provide a benefit to the user.

Back stories: Create a Normal Monster with text telling about that monster's life or history.

Musical Cards: Create cards based on different forms of music, instruments, or songs.

Tri-force: Create cards that follow the guidelines of exactly 3 Challenges. If you make multiple cards they all must be the same 3 Challenges.

Not Playing With a Full Deck: Create cards that cause your opponent to be closer to decking out (milling/deck destruction). Cards with drawbacks or effects that allow the opponent to draw cards are also included.

Yu-Gi-Oh! Version: Create Yu-Gi-Oh! versions of things from other series whether it be Pokemon, Harry Potter or Magic: The Gathering

Articles!: Write articles for fake cards like articles found for real cards at http://www.konami.com/yugioh/articles/
The articles can be as long or short as you like but they must involve at least 1 of your fake cards and it must have a starring role. You can include real cards if you wish.

Fabricated Dreams: Create support for anime or manga-exclusive themes or cards.

Off the Rails: (Found in Post 1)
#4PeckingBirdPosted 5/24/2012 11:36:41 AM
Savra104
4 stars(Earth)
1600/1400
Spellcaster/Effect

When this card is summoned: You can add 1 "GameFAQs user" monster from your Deck to your hand.

GX000
3 stars(Dark)
1300/600
Spellcaster/Effect

You can tribute 1 "GameFAQs user" monster you control, send 1 card on the opponent field to the graveyard.
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Shadow Trixie
#5Shotgunnova(Moderator)Posted 5/24/2012 1:19:15 PM
Steal and Burrow

Hypnotic Vampire
LV7/DARK/Zombie
2800 ATK/2000 DEF

You can tribute 3 Level 4 or lower Zombie-Type monsters on your field to Special Summon this card (from your hand or Graveyard). If you have only Zombie-Type monsters in your Graveyard: this card cannot be destroyed by battle with a non-DARK monster. During your opponent's Standby Phase: you can banish 1 Zombie-Type monster in your Graveyard or on your field; this turn, you select the targets of your opponent's attacks. There can be only 1 face-up "Hypnotic Vampire" on the field.

Vampire Creeper
LV5/DARK/Zombie
2000 ATK/0 DEF

If your opponent controls less than 2 monsters, this card cannot attack. When this card declares an attack: select one monster your opponent controls; take control of that monster, and attack with that card instead. (If the selected card is face-down, it is changed to face-up Attack Position. Flip effects are not activated at this time.) Ownership of that monster is returned to your opponent after damage calculation, and that card cannot be tributed, or used as Synchro/Xyz Material, while you control it.

Vampire Shade
LV4/DARK/Zombie
1800 ATK/0 DEF

This card cannot be selected as an attack target while your opponent controls a face-up monster with the same level that is also in the same battle position. When this card is destroyed by battle and sent to the Graveyard, if you only have Zombie-Type monsters in your Graveyard: change the battle position of one face-up monster your opponent controls.

Vampire Gateguard
LV4/DARK/Zombie
1700 ATK/0 DEF

You take no battle damage from battles involving this card and an opponent's non-DARK monster. Once per turn, during your opponent's turn: when your opponent shuffles his or her Deck: you can shuffle your Deck.

Vampire Monk
LV4/DARK/Zombie
700 ATK/1800 DEF

FLIP: You can select 1 Zombie-Type monster in your Graveyard; Special Summon it to your opponent's side of the field. If you do, face-up Zombie-Type monsters you control gain ATK equal to the summoned monster's Level x 100, until your next End Phase.

Rigged Coffin
Normal Trap

When your opponent declares an attack on an Attack Position monster you control: select 1 Zombie-Type monster in your Graveyard with the same level as the attacking monster's; Special Summon that target in face-up Attack Position, and make that card the new attack target. (The summoned monster's effects are negated.) Then, if both monsters are destroyed by that battle: Special Summon the opponent's destroyed monster to your field during your next Standby Phase.

Failed Breach
Counter Trap

Negate the summon of a monster whose level is the same as a Zombie-Type monster's in your Graveyard, and destroy it. If you do: banish all Zombie-Type monsters in your Graveyard with the same level as the opponent's destroyed monster.
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Take me down from the ridge where the summer ends
And watch the city spread out just like a jet's flame
#6ScizoreonPosted 5/25/2012 12:07:13 AM
Off the Rails

Out of the park
Spell
Take your opponents deck and scatter it in any way you choose. You must then run round the duel arena while your opponent attempts to reconstruct their deck. For each full circuit of the duel arena you make draw 1 card after your opponent has rebuilt their deck.(if you would deck out as a result of this card effect you win the duel).

In the Hands of the Divine
Continuous Spell
When a monster on your field battles a monster on your opponents field do not apply damage calculation. Instead both players must play a game of Rock-Paper-Scissors. The loser of this game has their monster destroyed and loses 500 L.P. If this face-up card is destroyed by your opponents card effect (not by battle) you can special summon from your hand or deck 1 "Rock of Obelisk", 1 "Paper of Ra" or 1 "Scissors of Osiris".

LOL

Rock of Obelisk
Level 10
Rock / Earth
4000 / 4000
This card cannot be normal summoned or set. This card can only be special summon by the effects of "In the Hands of the Divine". Destroy all cards set on your opponents field.

Paper of Ra
Level 10
Plant / Wind
4000 / 4000
This card cannot be normal summoned or set. This card can only be special summon by the effects of "In the Hands of the Divine". Destroy all face-up cards on your opponents field.

Scissors of Osiris
Level 10
Machine / Fire
This card cannot be normal summoned or set. This card can only be special summon by the effects of "In the Hands of the Divine". Send all cards in your opponents hand to the graveyard.
#7ScizoreonPosted 5/25/2012 2:56:03 AM
Scissors of Osiris
Level 10
Machine / Fire
4000 / 4000
This card cannot be normal summoned or set. This card can only be special summon by the effects of "In the Hands of the Divine". Send all cards in your opponents hand to the graveyard.


Fix'd

Fabricated Dreams

Dark Sanctuary
Field Spell
When this card is activated you can 1 select 1 Trap card in your deck with "Dark Sanctuary" in it's name and set it face down on your field. Neither player can activate set Spell / Trap cards except by this cards effect. When a player declares an attack their opponent must activate any set Spell / Trap card in the attacking monsters column. If the timing of that cards activation is incorrect it's effect is negate and it is destroyed. Neither play may look at their set Spell / Trap cards (except by a card effect). During a players standby phase that player may shuffle their set Spell / Trap cards (face-down) and re-set them in any unoccupied Spell / Trap zone.


Dark Sanctuary Spirit
Trap
This card cannot be activated except by the effects of "Dark Sanctuary". Negate the attacking monsters attack and deal damage to your opponent equal to half the attacking monsters attack. After this cards effect has resolved set this card face-down again instead of sending it to the Graveyard.

Dark Sanctuary Mind Bender
Trap
This card cannot be activated except by the effects of "Dark Sanctuary". Take control of the attacking monster until the end phase of the current turn. After this cards effect has resolved set this card face-down again instead of sending it to the Graveyard.

Dark Sanctuary Forcefield
Trap
This card cannot be activated except by the effects of "Dark Sanctuary". Return the attacking monster to its owners hand. After this cards effect has resolved set this card face-down again instead of sending it to the Graveyard.

Rise of the Dark Sanctuary
Spell
Banish 1 Fiend-Type monster in your graveyard to add 1 "Dark Sanctuary" field spell card from your deck or graveyard to your hand. If this card is in your graveyard and "Dark Sanctuary" is removed from the field you can add this card from your graveyard to your hand.
#8Meltemi_RafalaPosted 5/25/2012 11:54:41 AM(edited)
This one I came up back when there was a Dark Counterpart theme, but never got to post it. Never made a card before, though, so...

LOL
Dark Thesaurus
LV4/DARK/Dinosaur
1800 ATK/1400 DEF
You can target one face-up monster on the field except for this card: inflict 100 damage to your opponent for each word in its effect. This effect can only be used once while this card is face-up on the field.

I was going to make it 200, but then I realized that anything at Stardust Dragon level or above equals instant OTK. Same with the no self-targeting - otherwise, it's a guaranteed 4000 damage (which was originally intentional). There's still Empty Jar and Wind-Up's tricks for bypassing that last clause, though, so...kiss kiss, burn decks. ^_^
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All above is completely true and accurate, unless it isn't.
#9ScizoreonPosted 5/27/2012 2:45:09 AM
New Challange

Clean-up
Rework anime and Manga cards so that they have a usable and balanced (if possible) effects.

e.g

The Seal of Orichalcos
Field Spell
All face-up normal monsters and monsters with "Orichalcos" in their name are treated as Dark-Attribute instead of their original Type and gain 500 attack and defence. As long as this card remains face-up on the field both players can treat their Spell/Trap zones as monster card zones and can normal summon,flip summon, special summon or set monsters in these card zones. If this card is removed from the field banish all monsters in both players Spell / Trap zones.

Orichalcos Kyutora
Continuous Spell
Negate all battle damage done to you by battles involving your monsters. For every 500 points of battle damage (rounded down) negated by this effect place 1 Orichalcos Counter on this card. When this card is removed from the field select and activate 1 effect :
- Add 1 card with "Orichalcos" in it's name from your deck to your hand
- Special summon 1 normal monster from your hand or deck whose level is equal to or less than the number of counters that were on this card.

Orichalcos Gigas
Level 4
Beast-Warrior / Dark
400 / 1500
If this card would be destroyed (by battle or card effect) you can banish 1 normal monster in your hand or graveyard to prevent this cards destruction and place 1 Orichalcos Counter on this card. This monster gains 500 attack for each Orichalcos Counter on it.
#10ScizoreonPosted 5/28/2012 2:27:31 AM
Exceeding Dimensions
Spell
You can only activate this card by targeting 3 or more banished normal monsters with the same level. Special summon from your extra deck 1 Xyz monster whose Rank is equal to the level of the targeted monsters (This is treated as a Xyz summon) then attach 1 of the targeted monster to the summoned Xyz monster as a Xyz unit. The Xyz monster summoned by this effect cannot activate it's effect this turn.

Fabricated Dreams

Squire of the Orichalcos
Level 3
Warrior / Dark
1500 / 300
With his dreams of knighthood shattered by the fall of Atlantis he now serves whoever has the coin to pay for the blood he spills.

Princess of the Orichalcos
Level 4
Fairy / Dark
1100 / 2100
Though her home is destroyed she sheds no tears for it. Those tears she should shed are all spent on the loss of a mirror to feed her vanity.

Knight of the Orichalcos
Level 5
Warrior / Light
2100 / 1600
Pure of heart and of purpose this knight still fights for the values he has always held dear even if all those around him have lost their way.

Sage of the Orichalcos
Level 4
Spellcaster / Water
1600 / 1400
Once per turn you can special summon 1 level 5 or lower normal monster from your hand. If a monster summoned from your hand by this effect has "Orichalcos" in its name you can special summon from your deck 1 monster with the same name as the summoned monster.