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 A personally developed deck

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Phase1-Skeith

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PostSubject: A personally developed deck   Sat Sep 19, 2009 10:44 am

This is a little different from usual deck construction since a friend of mine once suggested that we (3 people - 2 friends and I) should create a deck comepletely made of self-made cards.
A fair deck it is, not cards like "Normal Spell: Your enemy loses the game".

Did anyone here ever try something like that?

I made a Kirby deck on my first try.
And since I liked it, I desided to build 3 more decks.
They were made before synchro monstes existed and we tried to imply the deckmaster system from the series (but in modifyed form since the system in the series is very imbalanced and not throughly explained).

Here are a few cards from my Kirby deck:

Effect Monster Card
Name: Kirby
Costs: 4
Attribute: Light
Type: Warrior
ATK: 1400
DEF: 1900
Effect: Once per turn, you can choose a monster with 4 stars or less and equip it to Kirby. If Kirby is destroyed or removed from the field, destroy the equiped card. The equiped card will return to it's original position in the next End Phase of your enemys turn.
If this card is used in a fusion without "Pop Star", the resulting monster can't attack in the round it is summoned.

Field Spell Card
Name: Pop Star
Effect: Once per turn, if there is no monster on your side of the field you can special summon one "Kirby" card from your deck or if your life points are lower than your enemie's, you can special summon from your graveyard.
If you use fuse a "Kirby" card, you can shuffle them back into your deck instead of puting them into your graveyard.
You can always perform a fusion of a card with the name "Kirby" in it's title.

Normal Monster Card
Name: Blade Knight
Costs: 4
Attribute: Earth
Type: Warrior
ATK: 1900
DEF: 300

Fusion Monster Card
Name: Sword Kirby
Costs: 6
Attribute: Earth
Type: Warrior
ATK: 2450
DEF: 2000
Effect: You can special summon this monster as a fusion summon by offering a "Kirby" card with an equiped "Blade Knight" from your side of the field.
If this monster battles one of your opponents monsters throw a coin.
Heads: Remove the enemy monster from game after destruction.
Tails: You can remove a card in your graveyard from play.

Effect Monster Card
Name: Shadow Kirby
Costs: 2
Attribute: Darkness
Type: Warrior
ATK: ???
DEF: ???
Effect: You can special summon this card from your hand if there is at least one fusion monster with "Kirby" in it's title on your side of the field.
Choose a monster with "Kirby" in it's title exept for Shadow Kirby. The ATK and DEF of this card are always the same of the chosen card.
If the chosen card is destroyed in battle, also destroy this card.
If the chosen card is removed from the game, chose a new target. If there is no target to chose, ATK and DEF of this card become permanently 100.
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Eresir

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PostSubject: Re: A personally developed deck   Tue Sep 29, 2009 1:42 am

lulz, cool idea for a monster. You could give him superspicy curry as an equip magic card, also, you should make a plasma kirby, and a chef kirby Smile
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Phase1-Skeith

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PostSubject: Re: A personally developed deck   Sat Oct 03, 2009 6:22 am

Those cards do already exist. xD
The cards are just a few examples (I didn't want to post them all since I have to translate them).
Chef is a little different to summon though since I don't have a Cook Kawasaki card.


Effect Monster Card
Name: Plasma Wisp
Costs: 3
Attribute: Light
Type: Fairy
ATK: 1000
DEF: 1000
Effect: When you normal- or specialsummon this monster and there is at least one card with spell counters on the field, you can chose one of those cards and transfere a counter on Plasma Wisp. Put one spell counter on this card in every standby phase of yours.
Remove all spell counters to inflict 500 points of effect damage to your opponent for every spell counter.
When this card is attacked by a monster of your opponent, decrease the ATK of the attacking monster by 300 for every spell counter on Plasma Wisp.

Fusion Monster Card
Name: Plasma Kirby
Costs: 6
Attribute: Light
Type: Warrior
ATK: 1800
DEF: 1500
Effect: You can special summon this monster as a fusion summon by offering a "Kirby" card with an equiped "Plasma Wisp" from your side of the field.
When you normal- or specialsummon this monster and there is at least one card with spell counters on the field, you can chose one of those cards and transfere a counter on Plasma Wisp. Put one spell counter on this card in every standby phase of yours.
Remove all spell counters to inflict 800 points of effect damage to your opponent for every spell counter. Plasma Kirby can't attack in the turn you activate this effect.
When this card is attacked by a monster of your opponent, decrease the ATK of the attacking monster by 300 for every spell counter on Plasma Wisp.

Fusion Monster Card
Name: Chef Kirby
Costs: 6
Attribute: Fire
Type: Warrior
ATK: 1900
DEF: 1800
Effect: You can special summon this monster only in your main phase 1 by offering 2 "Kirby" cards each equipped with any monster card.
Increase your life points by half of the combined base ATK of all monsters being put into the graveyard suring the summoning of this monster.
If you offered two of your opponents monsters, you have to skip your battle phase this turn and your opponent may chose one of the offered monsters to put it back into his hand.
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Fortune

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PostSubject: Re: A personally developed deck   Thu Apr 08, 2010 1:50 pm

i have a whole heap some of these cards where on the anime but, i made them better well imo

Maiden of Love(was in but changed because the rest of the support)
light @spellcaster
lvl: 2
atk:400 def:300
upgraded effect: This card cannot be destroyed by battle. When this card battles a monster, place 1 Maiden Counter on that monster at the end of the Battle Step, if a monster you control battles a monster with a Maiden Counter, gain control of it during the end phase.

Maiden of Fate
light @spellcaster
lvl: 3
atk: 1000 def: 700
effect: This card can Attack your Opponent Directly, When this card inflicts damage to your opponent, place one Maiden Counter on a Face up Monster on your opponents side of the field

Maiden of Friendship
light @spellcaster
lvl: 4
atk: 1700 def: 200
effect: You take no battle damage involveing this card, when this card is destroyed by battle, dispatch Maiden Counters to Monsters on the field equal to its level of the monster who destroyed it.

Maiden of Mistfortune
light @spellcaster
lvl: 8
atk: 2800 def: 1000
effect: This card can not be Normal Summoned or Set, this card can only be Special Summoned, by tributeing monsters that you have gain controlled off your opponent, once per turn you can select and take control of one monster on your opponents side of the field that has Maiden Counter, this card can not declare an attack this turn.

Maidens Hall
Field Spell
effect: Each time a Maiden Counter is placed on a face up monster your opponent controls, put a Maiden Counter on this, When this card is targeted by an effect remove 2 Maiden Counters anywhere on the field to negate and destroy the effect, once per turn when you control no monsters, Special Summon 1 Maiden Monster with 1000 or less defence from your deck

Defence Maiden(also has been customised)
Counter Trap
Effect: When your opponent declares an attack while you control a face-up Maiden Monster , change the opponent's attack target to a Maiden Monster you control.

Maidens Rage(thinking of a name still)
Quick Play Spell
effect: Activitate only when your opponent Targets a monster that includes Maidain in its name with a card effect, negate the activation and destroy that card and then, you can special summon 1 Maidan Monster with 1000 or less defence points, in defence mode, Maiden monsters can not be targeted by effects this turn.

and seeing as there all light honest can be used with them and shining angel Very Happy
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InaudibleEight

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PostSubject: Re: A personally developed deck   Thu Apr 22, 2010 8:57 am

yea me and my friend did this once...I made a star fox deck and he made a Metal Gear deck...they were pretty good and fun to play
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