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Self-Created Cards

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Yami_Michael
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Re: Self-Created Cards

Post by Yami_Michael on 08.02.17 16:42

While I'm fine with it, I would mention that "Prevent" isn't really a term either, but it is the best way to explain it. And hell, its not like created cards cant make up new terms.

I would love to copy some of the MtG/Terminology sometimes with "dies" (shorter then "is destroyed") and level # or less (that costs # or less)


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Re: Self-Created Cards

Post by ELTP on 08.02.17 16:45

Yami_Michael wrote:While I'm fine with it, I would mention that "Prevent" isn't really a term either, but it is the best way to explain it. And hell, its not like created cards cant make up new terms.

I would love to copy some of the MtG/Terminology sometimes with "dies" (shorter then "is destroyed") and level # or less (that costs # or less)

True, there's no such a card which prevent things from happening and I'm happy for it. It keeps the game mechanics more simple and you have to find other ways to counter cards that "prevent" you from doing things.


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Re: Self-Created Cards

Post by Yami_Michael on 08.02.17 16:55

I'll probably make a page for my own/found stuff soon, but lets break up the terminology stuff for the moment with a few cards I randomly had saved on my phone.

----------

Anacond, Gearkind
Nature / Creature / Jurassic Command Dragon / 8 /13000

  • Evolution - Put on one of your nature creatures
  • Gravity Zero - 5 Cross gears in your mana zone.
  • When you put this creature into the battle zone, or at the start of your turn, you may generate all cross gear that cost 7 or less from your mana zone for no cost, and cross it with this creature.
  • At the end of your turn, put all cross gear crossed with this creature into your mana zone.
  • Triple breaker


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Scree, Stealth Faerie
Nature / Creature / Snow Faerie / 2 / 2000

  • Cards in your opponents mana zone are considered to be all civilizations.
  • Whenever one of your creatures that has "stealth" is put into the battle zone, you may draw a card.


----------

Elyphyde, Buddha Faerie
Nature / Creature / Snow Faerie / 2 /1000
[*] When you summon a creature, you may destroy this creature. If you do, reduce the cost of that creature by up to 3. It can't cost less than 1,
[*] Adventure 3 - If your opponent has 3 or more cards in his mana zone than you do, you may reduce the cost of that creature by up to 6 instead.

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Pentagon Giant
Nature / Creature / Giant / 11 / 5000
[*] For each civilization in your opponents mana zone, you may reduce the summoning cost of this creature by 2. It can't cost less than 1.
[*] Civilization Breaker
[*] Adventure 5 - If your opponent has 5 or more cards in his mana zone than you do, his creatures cost double to summon.

(The last ability was weird to word. "Double" was the easiest.)

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Hulmageddon, Left and Right God
Zero / Creature / God Nova / 6 / 4000+
[*]Left and Right God Link

(Actually a simple card. It just links to either side of a God Nova.

----------

Big or Small World
Water + Nature / Spell / 2
[*] This spell is put into your mana zone tapped.
[*] Draw a card for each creature in the battle zone that costs 1, or that costs 10 or more.


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Re: Self-Created Cards

Post by Yami_Michael on 08.02.17 17:19

Then there was also this cycle of 10 "loop" spells based on basic abilities. Its a lot like the "Cyclone" ability where you got the spell back. These could probably be slightly abused.

"Guard the Loop"
Light/ Spell / 4
The Loop (If you cast a spell immediately before casting this spell this turn, after you cast this spell, return it to your hand instead of the graveyard.)
Add the top card of your deck to your shields.

"Life the Loop"
Nature / Spell / 3
The Loop (If you cast a spell immediately before casting this spell this turn, after you cast this spell, return it to your hand instead of the graveyard.)
Put the top card of your deck into your mana zone.

----

I wonder if anyone can guess the costs/effects of the other 8.


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Re: Self-Created Cards

Post by ELTP on 12.02.17 13:31

Interesting and very original ideas, @Yami_michael,
So if you cast a loop spell after another, they would continue returning to your hand after casting thus probably making Life the Loop more powerful than Gachinko Roulette.

Scree, Stealth Faerie could make Stealth creatures relevant again. Like Aqua Teacher and Matsurida Wasshoi made Vanilla creatures relevant. It took me a while to truly understand it's potential.

Yami_Michael wrote:Adventure 5 - If your opponent has 5 or more cards in his mana zone than you do, his creatures cost double to summon.
That could worded like: "Whenever your opponent taps a card in his mana zone, for each 2 mana cards he taps, only 1 mana is produced." or simply "Whenever your opponent taps a card in his mana zone, that card's mana number becomes 1/2.

Both of these are still problematic in a sense that you would have to explain what does producing 1/2 mean. Since 5 civilization cards still produce a chosen civilization although their mana number is 0, a card with 1/2 mana number should still produce a specific civilization.

Interesting ideas.


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Another card

Post by Secret_Wyvern on 22.02.17 18:08

Well here's another card of mine, hopefully not as op as my other cards, and it's a neo creature!

Author, King of Champions
Neo Evolution Creature
Fire
Wizard
9000/14000
Master Rare
9
Neo Evolution-Fire Creature (when you put this creature into the battle zone you may either put it in normally to make it a neo creature, or you may put it on top of a creature to make it a neo evolution creature)
-
If put into the battle zone as a creature this creature has 9000 power
Speed Attacker
Double Breaker
When this creature attacks you may draw 2 cards then you discard a card
When this creature breaks a shield, right before the break you may cast a fire spell that costs 10 or less from your hand at no cost
-
If put into the battle zone as an evolution creature it has 14000 power
Advanced Master Triple breaker (During the turn you put this creature into the battlezone when ever an opposing card leaves the shield zone, destroy an opposing creature)
When this creature attacks you may discard your hand then draw cards equal to the number of cards discarded. Then you may reveal a card from your hand, if it costs 99 shuffle all your opponent's shields back into the deck


Last edited by Secret_Wyvern on 22.02.17 19:02; edited 1 time in total (Reason for editing : made him a cost 9 to balance him a bit)
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Re: Self-Created Cards

Post by ELTP on 22.02.17 19:00

Does Duel Masters have a card that costs 99 and could be in your hand? I any case, that Fire creature seems to have got lots of inspiration from the Jokers in the upcoming block. Although Neo Creature and Neo Evolution Creature mechanics and Master Breaker ability seem to be exclusive to Joker civilization, you have an interesting card here.

It could be too deadly and maybe increasing the mana cost to 9 could help.


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Re: Self-Created Cards

Post by Secret_Wyvern on 22.02.17 19:05

ELTP wrote:Does Duel Masters have a card that costs 99 and could be in your hand? I any case, that Fire creature seems to have got lots of inspiration from the Jokers in the upcoming block. Although Neo Creature and Neo Evolution Creature mechanics and Master Breaker ability seem to be exclusive to Joker civilization, you have an interesting card here.

It could be too deadly and maybe increasing the mana cost to 9 could help.

The idea was that he was a different form of my earlier dream card Author, the Extreme Wizard ARC so the cost 99 card would be Excaliber, Bane of Everything which is now a cost 99
And I changed him to a cost 9 cause your probably right, him only being cost 8 is probably a bit much
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Re: Self-Created Cards

Post by Mr-ex777 on 22.02.17 19:34

Here are a series of forbidden cards i made in response to Striker EX's Forbidden cards.

Luxuria; Click to View:
Forbidden ~The Sealed Reef~

Cost: 4

This impulse starts in your hand as an extra card in it.

When you put this impulse into the battle zone, Search your deck for 4 cards and put them onto this impulse as seals. Then shuffle your deck.

You can only remove a seal from this impulse when you summon a water creature that costs 5 or more or cast a water spell that costs 4 or more from your hand.

When you remove a seal from this impulse, put it into your hand or shields face down.

This Impulse cannot leave the battle zone.

Forbidden Liberate: When this impulse has no seals on it, flip it.

----

Luxuria, Innocent Forbidden

Cost: 15

Power: 19666

Quattro Breaker

When this creature forbidden liberates, your opponent shuffles all but 2 cards in his hand into his deck.

Your opponent cannot draw cards.

When this card is anywhere other than in the battle zone or hand, return it to your hand.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 19666
   Mana Number: 1
   Cost: 15
   Civilization: Water

Iras; Click to view:
Forbidden ~The Sealed Shogunate~

Forbidden Impulse

This card starts in the battle zone with 6 seals on it.

This Impulse does not leave the battle zone.

When you remove a seal from this impulse, destroy one of your opponent's creatures that have power 1111 or less. For each seal you removed, the range is increased by 1111.

Forbidden Liberate: If there are no seals on this impulse, flip it.

-----

Iras, Forbidden of War

Cost: 77

Power: 77777

Civilization: Fire

Triple Breaker

Whenever this creature attacks, put a seal on all of your opponent's creatures with power less than this creature.

When this creature is tapped, your opponent's creatures with 11111 power or less cannot attack or block.

When this creature would leave the battle zone, flip it to the impulse side and put 3 seals on it.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 77777
   Mana Number: 0
   Cost: 77
   Civilization: Fire

Avaritia, Click to View:

Forbidden Zone ~The Sealed Enigma~

Card Type: Forbidden Field

Civilization: Light/Darkness

This Forbidden Field is put into your hyperspatial zone at the start of your game with 5 seals on it.

You can only remove a seal on this field when you summon a cost 5 or more light or darkness command or when a creature leaves the battle zone.

When a seal is removed from this field, return it to your hand and all of your creatures get "blocker" and "slayer" until the start of your next turn.

Forbidden Ascent - When there are no seals on this field, flip it to the creature side and put it from your hyperspatial zone into the battle zone.

-------

Avaritia, The Enigmatic Forbidden

Cost: 88

Power: 88800

Civilization: Light/Darkness

Triple Breaker

When this creature forbidden ascents, your opponent puts all non-seal cards in his hand and his battle zone into his mana zone tapped. These cards do not untap and do not leave his mana zone.

All of your other creatures gets slayer and blocker.

When your opponent would choose a creature due to a card effect from a creature or spell that costs 4 or more, he cannot choose this one.

When this creature leaves the battle zone, you lose the game.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 88800
   Mana Number: 0
   Cost: 88
   Civilization: Light/Darkness

Invidia: Click to view:

Forbidden Zone ~The Sealed Cyber~

Card Type: Forbidden Field

This Forbidden Field is put into the mana zone with 4 seals on it at the start of the game.

The seals on this field can only be removed by using a card with "shield trigger" that costs 4 or more.

This field cannot leave your mana zone.

Forbidden Awakening - When this field has no seals, flip this field to the creature side and put it into the battle zone.

--------

Invidia, The Forbidden Computer

Power: 78654

Cost: 75

Civilization: Water/Nature

Triple Breaker

When this creature forbidden liberates, shuffle your hand and shields back into your deck. If you shuffled at least 2 cards using this way, Search 5 cards from your deck and put them into your shields face down, shuffle your deck, and add the top 5 cards of your deck into your hand. Then, choose up to 5 creatures in your opponent's mana zone and put them into the battle zone sealed.

Your opponent cannot put seals into his graveyard.

When this creature would leave the battle zone, flip it, return it to your mana zone and put a seal on it.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 78654
   Mana Number: 0
   Cost: 75
   Civilization: Water/Nature

Relevageddon 13; click to view:
NEO FORBIDDEN STAR ~ Humanity's Last Days~

Final Forbidden Field

At the start of your turn, put this Final Forbidden Field into your battle zone and put 2 seals on it.

Once per turn when you put a multicolored creature that costs 8 or more or cast a multicolored spell that costs 8 or more, remove a seal from this forbidden field. The seals on this Final Forbidden Field can only be removed this way.

Your non-multicolored cards cost 2 more to use.

This Final Forbidden Field cannot leave the battle zone.

Left Seal: When this seal is removed, choose one of your opponent's creatures and put it into his mana zone.

Right Seal: When this seal is removed and if there are no seals on this Final Forbidden Field, flip all 3 cards and meld them as 1 creature.

------

Relevageddon 13, The Forbidden of the Beast

Power: 666666

Cost: 666

Civilization: Light/Water/Darkness/Fire/Nature

Final Forbidden Creature

Triple Breaker

When this creature forbidden liberates, your opponent puts 2 seals on each of his creatures.

At the end of your turn, your opponent puts a seal on each of his creatures and puts a seal on top on each of his seals.

Your opponent cannot remove seals from creatures by putting commands into the battle zone.

When this creature would leave the battle zone, you may put a forbidden core on this creature under this creature instead. If you do, destroy one of your other creatures.

If this card is anywhere other than in the battle zone, shuffle all creatures back into their owner's deck and you lose the game.

All plunges into silence and despair. (Creature side)

   Rarity: Final Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 666666
   Mana Number: 0
   Cost: 666
   Civilization: Light/Water/Darkness/Fire/Nature

Gaiginga G7; Click to view:

Forbidden ~THE SEALED G~

Forbidden Impulse

This card starts in your battle zone with 4 seals on it.

Once per turn, You can only remove a seal from this impulse when you summon a Dragon that costs 6 or more or destroy one of your opponent's creatures that have power 7000 or less.

This impulse cannot leave the battle zone.

Forbidden Liberate: When all seals are removed from this Impulse, destroy all creatures that have power 7777 or less, then flip this impulse to the creature side.

Gaiginga G7, The Passionate Forbidden

World Breaker

This creature cannot leave the battle zone.

When this card forbidden liberates, take an extra turn after this one.

All of your creatures win all battles.

Whenever this creature attacks, search your deck. You may choose a dragon that costs 10 or less and put it into the battle zone. If you do, Shuffle your deck. That creature gets "Speed Attacker" until the end of your turn.

When Relevageddon 13 is about to destroy this world, Gaiginga's soul obtained the power of forbidden and used it to fight against it.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 87654
   Mana Number: 0
   Cost: 88
   Civilization: Fire
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Re: Self-Created Cards

Post by Secret_Wyvern on 22.02.17 19:43

Mr-ex777 wrote:
Forbidden Zone ~The Sealed Cyber~

Card Type: Forbidden Field

This Forbidden Field is put into the mana zone with 4 seals on it at the start of the game.

The seals on this field can only be removed by using a card with "shield trigger" that costs 4 or more.

This field cannot leave your mana zone.

Forbidden Awakening - When this field has no seals, flip this field to the creature side and put it into the battle zone.

--------

Invidia, The Forbidden Computer

Power: 78654

Cost: 75

Civilization: Water/Nature

Triple Breaker

When this creature forbidden liberates, shuffle your hand and shields back into your deck. If you shuffled at least 2 cards using this way, Search 5 cards from your deck and put them into your shields face down, shuffle your deck, and add the top 5 cards of your deck into your hand. Then, choose up to 5 creatures in your opponent's mana zone and put them into the battle zone sealed.

Your opponent cannot put seals into his graveyard.

When this creature would leave the battle zone, flip it, return it to your mana zone and put a seal on it.

   Rarity: Forbidden Legend Rare
   Type: Forbidden Creature
   Power: 78654
   Mana Number: 0
   Cost: 75
   Civilization: Water/Nature
That would be so useful for my 100% Shield Trigger deck, a card like that would actually give it someting to attack with as well as put the triggers I want into the shields Very Happy
Now I'm wishing that it was a real card T-T
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Re: Self-Created Cards

Post by Coriler on 24.02.17 4:05

Lord Touch me

-cyber lord

5 mana water/light

1000 power


when this creature would be destroyed put it into your hand instead.

when you put this creature into the battlezone, you may search your deck
and add 1 gelfish or cyberlord except "Lord Touch Me" to your hand,
then shuffle your deck and put 1 cyberlord or gelfish from your hand into the battlezone.

pretty "decent" right?
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Re: Self-Created Cards

Post by Qbius on 24.02.17 9:33

In a mood to post some cards

Name: Fluid Druid, the Phlegmatic
Civilization: Water/Nature
Type: Creature
Race: Spirit Quartz
Cost: 3
Power: 2000
Card Text:
When you put this creature into the battle zone, and when this creature leaves the battle zone, put the top card of your deck into your mana zone. Then, choose a card in your mana zone and return it to your hand.

Name: Elute, the Oracle
Civilization: Light
Type: Creature
Race: Light Bringer
Cost: 4
Power: 4000
Card Text:
Blocker
This creature can't attack players.
Whenever this creature battles, you may break one of your shields. If you do, this creature wins the battle and you may untap it after the battle.

Name: Left to rot
Civilization: Darkness
Type: Spell
Cost: 5
Card Text:
Until the end of the turn, whenever a card is put into your graveyard, your opponent puts the top card of his deck into his graveyard.

Name: Scorching Lizard
Civilization:
Type: Creature
Race: Melt Warrior
Cost: 4
Power: 3000
Card Text:
When you put this creature into the battle zone, destroy one of your opponent's creatures that has less power than a creature in your battle zone.
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Re: Self-Created Cards

Post by ELTP on 24.02.17 16:26

Mr-ex777 wrote:Here are a series of forbidden cards i made in response to Striker EX's Forbidden cards.
It would make more sense if all of those impulses and fields would be put into the battle zone instead of other zones. ~ Humanity's Last Days~ is definitely interesting and the mechanics makes sense. Hard to tell if it would actually be fair but seems so. My favorite one of those is ~The Sealed Shogunate~ since you have nicely utilized 1111 power theme there.

Touch Me wrote:Lord Touch me

-cyber lord

5 mana water/light

1000 power


when this creature would be destroyed put it into your hand instead.

when you put this creature into the battlezone, you may search your deck
and add 1 gelfish or cyberlord except "Lord Touch Me" to your hand,
then shuffle your deck and put 1 cyberlord or gelfish from your hand into the battlezone.
Yup pretty decent, indeed. Especially in OCG but also in TCG this would be a nice way to secure the effect of Illusionary Merfolk. Maybe even too nice.

Qbius wrote:In a mood to post some cards
Fluid Druid
Interesting, I'd definitely consider running this one some kind of aggro deck. Wouldn't probably do that well against current meta decks but this is like mini Prometheus and I like that.

Left to rot
It should say "other way than by the effect of this spell" or "elsewhere than from your opponent's deck" but in any case this could cause some serious havoc. Original effect and I like it, although it might be a bit too much.


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Re: Self-Created Cards

Post by Coriler on 27.02.17 1:15

ELTP wrote:
Yup pretty decent, indeed. Especially in OCG but also in TCG this would be a nice way to secure the effect of Illusionary Merfolk. Maybe even too nice.

"

dude the decent was a joke obvisously haha. its super broken lol.

you essentially get 2 creatures for 5 mana a 4000 body creature and draw 3 XD
or you geta corile or a marinomancer.

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Re: Self-Created Cards

Post by Yami_Michael on 27.02.17 4:20

My question about it, is why is it light?


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Re: Self-Created Cards

Post by Coriler on 27.02.17 12:33

because its a troll card. the design is ridiculous on purpose, did not take it seriously. well i could add initiate and blocker maybe.


Last edited by Touch Me on 27.02.17 12:35; edited 1 time in total
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Re: Self-Created Cards

Post by Coriler on 27.02.17 12:34

Lord Touch me

-cyber lord/initiate

5 mana water/light

1000 power

-Blocker

when this creature would be destroyed put it into your hand instead.

when you put this creature into the battlezone, you may search your deck
and add 1 gelfish or cyberlord except "Lord Touch Me" to your hand,
then shuffle your deck and put 1 cyberlord or gelfish from your hand into the battlezone.
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Re: Self-Created Cards

Post by margraf on 16.03.17 7:09

Serla, Seeker of Aqua
Civilization: light, water
Card type: creature
Mana cost: 6
Race: Mecha Thunder/Liquid People
Power: 3000

Whenever this creature would be destroyed, you may return it to your hand instead.
Whenever this creature would be discarded from your hand, you may put it into the battle zone instead.
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Re: Self-Created Cards

Post by ELTP on 16.03.17 8:40

Serla's abilities have a nice synergy but its cost/power ratio could be changed to 4 mana 2000. Think about Melnia.


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Re: Self-Created Cards

Post by Mr-ex777 on 16.03.17 10:30

Here's another card, it should be on tco. I know it's ridiculous but still.

Bajula the Vegas
Race: Armored Dragon/Magic Command/World Guild

Evolution - Put on one of your creatures that cost 7 or more.

Triple Breaker

Whenever this creature attacks, choose 3 cards in your opponent's mana zone and put it into his graveyard.

When one of your opponent's creatures attack, you may untap or tap this creature once per turn. If you do, cast a spell that costs 8 or less from your hand for no cost.

When this creature leaves the battle zone, you may cast a spell from your hand or mana zone for no cost.

   Rarity: Super Rare
   Type: Evolution Creature
   Power: 17000
   Mana Number: 1
   Cost: 10
   Civilization: Water/Fire
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Re: Self-Created Cards

Post by ELTP on 21.03.17 12:49

Uhh Bajula the Vegas is really very powerful although it's 10 mana. Getting rid of 3 of your opponent's mana cards simply by attacking would be super devastating for your opponent.


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Re: Self-Created Cards

Post by Mr-ex777 on 19.04.17 17:11

Here's another card i made, this time it's a speculation on how the final boss of jokers saga will look like.


N.O.A.H., Zenith of "Joe"

Race: Zenith/Jokers

World Breaker

When you summon this creature, shuffle all of your opponent's creatures back to his deck.

If your opponent puts a creature into the battle zone, if you have 6 or more colorless cards in your mana zone, put it into its owner's graveyard instead.

Eternal Omega

N.O.A.H. is the final zenith that forced the civilizations to infight so it can take rule. However, its second personality created the zero of justice; The Jokers. And they are the only ones who can resist it.

Rarity: Legend Rare
Type: Creature
Power: 40000
Mana Number: 1
Cost: 12
Civilization: Zero

N.O.A.H. Stands for "Nothing, Oblivion, Anguish and Hatred", but it still reads as "Noah".
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Re: Self-Created Cards

Post by ELTP on 20.04.17 17:05

N.O.A.H. is a serious powerhouse! I'm just curious, where is your inspiration @Mr-ex777 for your speculation? Naturally in DM anime but more specifically.


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Mr-ex777
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Re: Self-Created Cards

Post by Mr-ex777 on 21.04.17 4:51

ELTP wrote:N.O.A.H. is a serious powerhouse! I'm just curious, where is your inspiration @Mr-ex777 for your speculation? Naturally in DM anime but more specifically.

I suddenly thought that the final boss is not from the 5 civilizations, but instead from the old zero civilization (Jokers is the new Zero). So making the final fight Jokers versus Zero. It could be anything however.

Another thing is Kira's (One of the new anime characters) mother which seems a bit wierd to me.
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Secret_Wyvern
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Re: Self-Created Cards

Post by Secret_Wyvern on 01.06.17 19:19

Well as we all know the dragons are dead. But with the dragon guild around it's guaranteed that eventually the dragons will return. And since they're based on past dragons, that's how I've designed these dragons.

Name:Bajula the "B.A.D"
Card Type:Creature
Civilization:Fire
Race:Armored Command Dragon/Beat Jockey/Dragon guild
Cost:9
Power:12000
Effect:B.A.D 2(you may reduce this card's summon cost by 2, if you do this card is destroyed at the end of the turn)
Speed Attacker
Triple Breaker
When this creature attacks you may choose up to 2 cards in your opponent's mana zone and send them to the graveyard.
When this creature attacks you may destroy one of your untapped creatures, if you do this creature untaps.
When this creature leaves the battle zone, except from it's own effect, send all cards from both players mana zones to the graveyard

Name:Baiken, Strange Sprate
Card Type:Neo Creature
Civilization:Water
Race:Poseidia Command Dragon/Mutopia/Dragon Guild
Cost:8
Power:7000
Effect:NEO-Water creatures
Shield Trigger
Triple Breaker
When this card would be discarded from your hand you may put it into the battle zone instead
When you put this creature into the battle zone you may draw 3 cards, then discard any number of cards, for each card discards send that many opposing creatures to the top of the opponent's deck

Name:Romanov 28, Devil Command King
Card Type:Creature
Civilization:Darkness
Race:Zombie Command Dragon/Mafi Gang/Dragon Guild
Cost:8
Power:10000
Effect:You may summon this creature from your graveyard by shuffling 4 other mafi gang cards from your grave into the deck
Triple Breaker
When you put this creature into the battle zone you may destroy any number of your other creatures for each creature plus one, search your deck for a darkness spell that costs 6 or less and cast it at no cost.
When this creature attacks you may cast any number of darkness spells from your grave that have a total cost of 6 or less.
If this creature is destroyed send the top 6 cards of your deck into the graveyard.

Name:Terradragon Balgafruit
Card Type:Creature
Civilization:Nature
Race:Earth Command Dragon/Gransect/Dragon Guild
Cost:8
Power:12000
Effect:Double Breaker
This creature breaks an extra shield for each other creature you control with 12000 power.
If this creature would leave the battle zone you may instead place it in your mana zone, then send every creature that costs less then the number of cards in your mana zone into their owner's mana zone, unless they are a creature you control with 12000 power.

Name: Greek Chakra DIVINE SILVER
Card Type:Creature
Civilization:Light
Race:Apollonia Command Dragon/Metallica/Dragon Guild
Cost:14
Power:16500
Effect:Triple Breaker
This card costs 1 less to summon for every shield you have more than your opponent
Holy Field: This creature can't be blocked and it's attack target can't be changed
Labyrinth: When you put this creature into the battle zone, until the end of your next turn your creatures don't leave the battle zone and any effects that would stop them from attacking are negated.

Name:Van Jester, Grand Draco Ballet
Card Type:Creature
Civilization:Jokers
Race:Jest Command Dragon/Jokers/Dragon Guild
Cost:10
Power:10000
Effect:Speed Attacker
Triple Breaker
Eternal Omega
When you put this creature into the battle zone return all cards your opponent controls that cost less than the number of jokers and dragons in your battle zone and mana to their hand
When they would put a card in the battle zone, if it costs less than the number of jokers and dragons in your battle zone and mana zone destroy it instead


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Even though I made these cards I'm pretty sure it'd be a mistake to actually make a few of these guys.

    Current date/time is 23.09.17 3:01