Ryu Kuze's Emporium
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 PLC Custom Cards

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S-o-F




Posts : 60
Join date : 2009-08-18

PLC Custom Cards Empty
PostSubject: PLC Custom Cards   PLC Custom Cards Icon_minitimeWed Sep 30, 2009 6:32 pm

Heres all of my created cards from PLC so far. I know its a lot for one post, so you dont have to comment on all of them. Just gimme some thoughts/feedback on ones that catch your eye. Any artwork ideas you may have are also appreciated

Chapter 1:

Battlefield Mine
[Normal Trap]
Send 5 Warrior-type monsters from your deck to your graveyard.

Becoming a Legend
[Normal Spell]
Tribute Warrior type monsters on your side of the field whos total levels equal 8. Special summon 1 "Gilford the Legend" from your hand or deck, ignoring summoning conditions

One-on-One Battle
[Normal Spell Card]
Your opponent draws 2 cards. Your opponent cannot activate set spell and trap cards until your turn.

Massive Tidal Wave
[Normal Trap]
This card can only be activated when it is in the graveyard and your opponent declares an attack. Negate that attack and end the battle phase. If you have no monsters on the field at the end of the turn in which you activated this card, special summon 2 “Urchin tokens” (Water/Level 1/Attack 100/Defense 100/When these monsters are used for the tribute summon of a water monster, you can halve the attack of the summoned monster to special summon 2 water monsters from your deck with equal or less attack then the summoned monster) to your side of the field in attack position.

Armor of the gods
[Continuous Trap]
This card can only be activated during your opponent's draw phase. Select 1 Warrior type monster on your side of the field. The selected monster cannot be removed from the field by card effects. During each of your opponents draw phases, you can select whether or not to allow them to draw 1 more card in addition to their normal draw. If you select not to let them draw an additional card, this card is destroyed.

Light Law - Equality
[Continuous Magic]
As long as this card remains face up on the field, all monsters on the field and in the graveyard are treated as being light-type monsters.

New Generation Production
[Normal Trap]
Activate this card only when your opponent declares an attack. Discard 1 “Genex” monster from your hand to the graveyard to special summon a number of ‘”Generation Token(s)”(Attribute:?/Subtype: ?/Atk: 500/Def:500/This token cannot be used for a tribute or synchro summon) With the same attribute and subtype as the discarded monster to your side of the field.

Element Gyrator
[Quick-Play Spell]
When you successfully normal summon a “Genex Controller“, you may activate this card. You can select 1 Genex monster from your deck and add it to your hand.

The Balances of Justice
[Continuous Trap]
When you take damage from a direct attack, you can special summon 1 monster with “Ally of Justice” from your deck to the field with equal or less attack then the amount of battle damage you took from that attack. When you use this effect, your opponent draws 1 card.

Release Fee
[Quick-Play Spell]
When you destroy an opponents monster, you may activate this card. Special summon that monster to your opponents side of the field and inflict damage to their life points equal to that monsters attack or original defense.

Criminal’s Accomplice
[Quick-Play Spell]
When you destroy an opponents monster, you can activate this card. If your opponent has another face up monster on their side of the field, the monster which destroyed an opponents monster can attack that monster.

Genex Power Core
[Normal Spell Card]
Remove 1 Genex Synchro Monster in your graveyard from the game. Draw cards from your deck equal to the level of the removed monster divided by 2. At the end of your turn, send your entire hand to the graveyard. If you have no cards in your hand at the end of your turn, halve your life points.

Element Control
[Continuous Spell]
During you or your opponents main phase, you can change the attribute of 1 face up monster on the field. When this card is destroyed, you can select 1 attribute. All monsters on your side of the field and in your graveyard are treated as the selected attribute until the end phase of the turn.

Appeal
[Continuous Trap]
Special Summon 1 monster with “Ally” in its name from your graveyard, You then take damage equal to that monsters original attack

Ally of Justice - Light Reflector Dark/Level 1
[Machine/Tuner/Effect]
When this monster is used for the synchro summon of an “Ally of Justice” monster, you can remove this monster in the graveyard from the game to make all monsters on the field and in the graveyard light attribute monsters until your next standbye phase. Monsters that are special summoned are not affected by this effect.
ATK/ 100 DEF/1700

Refute
[Counter Trap]
You can only activate this card when you declare an attack and your opponent activates a trap card that includes the effects of negating that attack or removing the attacking monster from the field. Negate that card, and add 1 trap card from your deck to your hand

Material’s Mind
[Normal Trap]
When your opponent attacks a synchro monster on your side of the field, you can activate this card. Return that synchro monster to the extra deck, and special summon the tuner monster and synchro material monster(s). Your opponents monster then attacks the non-tuner monster (if you special summoned more then 1 non-tuner monsters, you may select which non-tuner your opponents monster will attack).

Chapter 2:

Shield Knight Light/Level 4
[Warrior/Effect]
If you have 1 or less cards in hand, increase the defense of this monster by 600 points. If this is the only monster on your side of the field, negate the effects of spell cards that target this monster and destroy them
ATK:1000 DEF:1800

Cross Examination
[Normal Trap]
Activate this card only when an “Ally of Justice” monster you control destroys an opponents monster as a result of battle. Return that monster to the deck, then special summon 1 “Ally of Justice” monster from your deck who’s level is equal to the level of the returned monster. The monster special summoned by this effect cannot attack your opponent directly.

Mercenary Armies
[Continuous Spell]
Once per turn, by paying 500 life points, you can place 1 level 4 or lower warrior type monster from your deck on top of your deck. Then, special summon 1 “Mercenary Token” (Dark/Warrior/Level 1/Attack: 1500/Defense:1500/Effect: This monster cannot attack your opponent’s life points directly) to your opponents side of the field in attack position.

Shield Attack
[Normal Spell]
Switch the original attack and defense strengths of 1 face up Warrior-type monster on your side of the field until the end phase of the turn.

Precedent Rule
[Continuous Spell]
Select 1 monster in your graveyard, and 1 monster in your opponents graveyard that were both removed from the field in the same way. Special summon 1 “Ally of Justice” monster from your deck with equal or less defense then the monster with the lowest defense strength of the 2 selected monsters. The monster summoned by this effect is sent to the graveyard during the end phase of the turn it is summoned.

Unfair Matchup
[Normal Trap]
You can only activate this card when your opponent declares an attack with an attack position monster they control. Destroy the attacking monster and the attack target. Then, each player can special summon 1 monster from their decks with attack equal to or less then the combined original attack of both monsters divided by 2.

Dark Justice
[Normal Trap]
You can only activate this card when an “Ally of Justice, Catastor” on your side of the field is destroyed as a result of battle. Destroy the monster that destroyed it, and increase your opponents life points equal to the amount of battle damage you took from that battle.

Chapter 3:

Flame Choker Dragon
Fire/Dragon/Level 4/Attack: 2000/Defense: 1400
When this monster is normal summoned, flip summoned, or special summoned, select 1 facedown spell or trap card on your side of the field. If that facedown card is destroyed, destroy this monster. When this monster destroys an attack position monster as a result of battle, return the facedown card selected by this monster’s effect to your hand.

Dragon’s Nest
Normal Trap
Tribute 1 Dragon type monster with 2000 attack or more to special summon 2 dragon type monsters from your hand or deck with 500 attack or less.

High Risk, High Return
Continuous Spell
Send a number of cards from the top of your deck to the graveyard (max: Cool to activate this card. If you draw a monster with a level equal to the number of cards sent to the graveyard by this effect, send this card to the graveyard to special summon that monster. Destroy this card during your 4th stand bye phase after activating it.

Dragon’s Treasure
Continuous Spell
Return 1 dragon type monster from your field to the deck to special summon 1 dragon type monster from your deck with an equal or lower level then the returned monster. When this card is destroyed, select 1 set spell or trap card on your opponents side of the field. The selected card cannot be activated until the end phase of the turn that this card was destroyed.

Last-Defense Warrior
Normal Trap
When your opponents monster declares an attack, you can special summon 1 level 4 or lower warrior-type monster from your deck with an attack or defense strength equal to the attacking monster’s attack. Then, have the attacking monster attack the monster summoned by this effect

Radiance Armor
Light/Warrior/Level3/Attack: 0/Defense: 1600
When this monster is selected as an attack target, draw 1 card.

Burning Passion
Normal Trap
When this card is destroyed, discard a number of cards from your hand to increase the attack of 1 monster on your side of the field by 1000 for each card discarded.

Chapter 4:

Limit Barrier
[Continuous Spell]
When a monster who’s attack is higher or lower then it’s original attack declares an attack, you can negate that attack. When this card is destroyed, special summon 1 monster from your deck with an attack equal to or less then the modified attack of the last attack you negated with this cards effect.

Bloodline
[Continuous Spell]
Once per turn, you can special summon 1 level 4 or lower monster from your hand or graveyard with the same attribute and subtype as 1 face up monster on your side of the field. The summoned monster cannot attack your opponent directly, and is destroyed at the end of the turn (you cannot special summon the same monster from the graveyard more then once with this cards effect).

Molten Dragon
(Fire/Level 4/Dragon/Effect/Attack: 1800/ Defense: 100)
When this monster is destroyed by a card effect, select 1 card on your opponents side of the field and destroy it.

Burning Hell Birthing
[Quick-Play Spell]
When a level 7 or higher FIRE type monster is tributed for a tribute summon of another Fire type monster, special summon the tributed monster.

Tragedy of War
[Normal Trap]
When a warrior type monster on your side of the field is attacked, you can activate this card. Switch the attacked monster to defense position, and it cannot be destroyed by battle until the end phase of the turn. Then, inflict damage to your life points equal to the attack of the monster targeted by this effect.

Flaming Path
[Normal Trap]
Activate only during your opponent’s battle phase. The face up monster on your opponents side of the field with the highest attack must attack the face up monster on your side of the field with the highest attack. All effects of effect monsters are negated until the end of the battle phase. If a monster is destroyed by this battle, the controller of that monster can add a monster with a lower level and the same attribute and subtype as the destroyed monster from their deck to their hand.

Maelstrom Wyvern
(Fire/Level 3/Dragon/Tuner/Effect Atk: 1000 Defense: 1500)
During your standbye phase, when this monster is in your graveyard, you can send 1 fire, dragon type monster from your deck to the graveyard to special summon this monster in face up attack position. This monster cannot be used for a tribute or synchro summon during the turn it is summoned by this effect.

Burning Soul
[Normal Spell]
Draw 1 card for each fire type monster in your hand.

Dragon’s Rage
[Equip Spell]
This card can only be equipped to a dragon type monster. Increase the attack of the equipped monster by 200 points. When the equipped monster battles, place a counter on this card. The equipped monster gains an additional 200 attack for each counter on this card. By sending this card to the graveyard, inflict damage to your opponents life points equal to the number of counters on this card x200. You cannot activate this effect the turn you activated this card. This effect can be used during your opponents turn

A Weak Monster
[Normal Spell]
Special summon 1 level 2 or lower monster from your graveyard with 1000 attack or less. The monster that is summoned by this effect cannot attack.

Chapter 5:

Flame Dragon
Fire/Pyro/Level 4/Effect/ Attack: 1200/ Defense 1000
When this monster is destroyed as a result of battle, special summon 1 “Flame Dragon” from your deck in face up attack position. When this monster is destroyed as a result of battle and there are 2 more “Flame Dragon”s in your graveyard, add 1 “Frost and Flame Dragon” from your deck to your hand.

Polar Opposite
[Quick-Play Spell]
Activate this card when you summon a monster. Select and activate 1 of the following effects according to the attribute of that monster
Dark: Select 1 LIGHT type monster from your deck and add it to your hand
Earth: Select 1 WIND type monster from your deck and add it to your hand
Fire: Select 1 WATER type monster from your deck and add it to your hand
Light: Select 1 DARK type monster from your deck and add it to your hand
Water: Select 1 FIRE type monster from your deck and add it to your hand
Wind: Select 1 EARTH type monster from your deck and add it to your hand

Exit Gate
[Continuous Spell]
As long as “Green Guardian - Embust” is face up on your side of the field, this card cannot be destroyed by card effects. Add 1 “Green Guardian - Embust” from your deckt o your hand when you activate this card. During your standbye phase, when you have a “Green Guardian - Embust” in your graveyard, you can select 1 “Trial Gate” from your deck and activate it in an open spell/trap card zone. You can then add 1 “Shell Guardian - Savan” from your deck to your hand.

Green Guardian - Embust
Earth/Level 1/Beast/Effect/Attack: 1000/Defense: 1400
This monster can only be normal summoned while there is a face up “Exit Gate” on your side of the field. Once per turn, this monster cannot be destroyed as a result of battle. While this monster remains face up on the field, your opponent cannot activate or set more then 3 cards a turn.

Guarding Wall
[Normal Trap]
When a “Guardian” monster on your side of the field is destroyed in battle, you can activate this card. Reduce all damage to your life points to 0 until the end of the turn.

Frost Dragon
Water/Aqua/Level 4/ Effect/ Attack: 1000/Defense: 1200
When this monster is destroyed as a result of battle, special summon 1 “Frost Dragon” from your deck in face up defense position. When this monster is destroyed as a result of battle and there are 2 more “Frost Dragon”s in your graveyard, add 1 “Frost and Flame Dragon” from your deck to your hand.

Trial Gate
[Continuous Spell]
As long as “Shell Guardian - Savan” remains face up on your side of the field, this card cannot be destroyed by card effects. During your standbye phase, when you have a “Shell Guardian - Savan” in your graveyard, you can select 1 “Spell Gate” from your deck and activate it in an open spell/trap zone. You can then add 1 “Speed Guardian - Ferrario” from your deck to your hand.

Shell Guardian - Savan
Water/Level 2/Sea Serpent/Effect/Attack: 1200/Defense: 1600
This monster cannot be normal summoned unless there is a “Trail Gate” face up on your side of the field. This monster cannot be destroyed by battle twice per turn. Once per turn, you can increase the attack of this monster by half its defense. You can switch this monster to defense position and make its defense 0 in order to negate the activation or effect of an opponents trap card and destroy it.

Clash of the Elements
[Normal Spell]
When a monster on your side of the field attacks an opponents monster with a different attribute then your attacking monster, your monster does piercing damage. This effect lasts until the end phase of your turn.

Sand Fiend
Earth/Zombie/Level 4/ Attack: 1000/Defense: 1200
When this monster is destroyed as a result of battle, special summon 1 “Sand Fiend” from your deck in face up defense position. When this monster is destroyed as a result of battle and there are 2 more “Sand Fiend”s in your graveyard, add 1 “Desert Twister” from your deck to your hand.

Spell Gate
[Continuous Spell]
As long as “Speed Guardian - Ferrario” remains face up on your side of the field, this card cannot be destroyed by card effects. During your standbye phase, when you have a “Speed Guardian - Ferrario” in your graveyard, you can select 1 “Dual Darkness Gate” from your deck and activate it in an open spell/trap zone. You can then add 1 “Underworld Guardian - Moley” and 1 “Dark World Guardian - Gigori” from your deck to your hand.

Speed Guardian - Ferrario
Wind/Level 3/Machine/Effect/Attack: 1100/Defense: 500
This monster cannot be normal summoned unless there is a “Spell Gate” face up on your side of the field. Twice per turn when you or your opponent activates a spell card, double this monster’s attack. When this monster destroys a monster as a result of battle, you can change the position of an opponents monster and have Speed Guardian - Ferrario attack that monster.

Chapter 6:

Spirits Final Intervention
[Normal Spell]
During the turn where monsters in your graveyard are removed from play, you can activate this card. Draw cards equal to the number of cards removed from your graveyard from play during this turn.

Guarding Spirits
[Normal Trap]
When a monster with “Guardian” in its name is destroyed by your opponents card effect, you can activate this card. During this turn, you can make the battle damage from your opponents attacks 0. You can only use this effect equal to the number of “Guardian” monsters that were destroyed by card effects during this turn. During the end phase, each player draws a number of cards equal to the number of “Guardian” monsters destroyed by card effects this turn.

Element Return
[Normal Spell]
When this card is discarded from your hand to the graveyard by the effect of a “Frost and Flame Dragon” or “Desert Twister” you can pay 300 life points to return it to your hand. Remove this card in the graveyard from the game to return 1 “Frost and Flame Dragon” or “Desert Twister” in your graveyard to your hand.

Dual Darkness Gate
[Continuous Spell]
As long as “Underworld Guardian - Moley” and “Dark World Guardian - Gigori” remain face up on your side of the field, this card cannot be destroyed by card effects. During your standbye phase, when you have “Underworld Guardian - Moley” and “Dark World Guardian - Gigori” in your graveyard, you can select 1 “Celestial Gate” from your deck and activate it in an open spell/trap zone. You can then add 1 “Sky Guardian - Sefolite” from your deck to your hand.

Underworld Guardian - Moley
Dark/Level 4/ Zombie/Effect/Attack: 1600/Defense 700
This monster cannot be normal summoned unless there is a “Dual Darkness Gate” face up on your side of the field. This monster cannot be selected as an attack target while there is a face up “Dark World Guardian - Gigori” on your side of the field. Once per turn you can add the attack of “Dark World Guardian - Gigori” to this monsters attack until the end phase of the turn. If this monster destroys an opponents monster as a result of battle, you can destroy 1 spell or trap card on the field.

Dark World Guardian - Gigori
Dark/Level 5/Fiend/Effect/Attack: 800/Defense: 1700
You can special summon this monster from your hand if you control a face up “Underworld Guardian - Moley”. “Underworld Guardian - Moley” cannot be destroyed by card effects as long as this monster remains face up on your side of the field. When this monster is selected as an attack target, you can add the defense of “Underworld Guardian - Moley” to the defense of this monster. An opponents monster that attacks this face up defense position monster and does not destroy it as a result of battle is destroyed after damage calculations.

Forced Trial
[Normal Trap]
When a “Guardian” monster is selected as an attack target, you can send a number of “Guardian” monsters on your side of the field to the graveyard, and discard cards from your hand equal to the number of monsters sent to negate that attack and end the battle phase. During your main phase, you can send 1 monster with “Guardian” in its name to the graveyard, and activate 1 card with “Gate” in its name from your deck, and activate the effect of that card. By removing this card in the graveyard from the game, 1 face up “Guardian” monster gains attack equal to the attack of all “Guardian” monsters sent to the graveyard by this card’s effect.

Celestial Gate
[Continuous Spell]
When this card is activated, send all other “Gate” cards on your side of the field to the graveyard, and special summon as many monsters with “Guardian” in their name from your graveyard as you can to your side of the field. While this card remains face up on your side of the field, “Sky Guardian - Sefolite” is unaffected by the effects of your opponents monster, magic, and trap cards.

Sky Guardian - Sefolite
Light/Level 6/Fairy/Effect/Attack: 2000/Defense: 2000
This monster cannot be normal summoned or set. This monster cannot be special summoned except by tributing 5 “Guardian” monsters on your side of the field. Increase the attack of this monster by 500 for each card in your graveyard with “Gate” in its name. If there is no “Celestial Gate” on your side of the field, the attack of this monster is halved. Once per turn, you can increase your life points by 1000.

Climate Change!
[Normal Trap]
Activate one of the following effects
Return 1 “Frost and Flame Dragon” to your deck to special summon 1 “Desert Twister” ignoring all summoning requirements
Return 1 “Desert Twister” to your deck to special summon 1 “Frost and Flame Dragon” ignoring all summoning requirements

Chapter 7:

Prototype In
[Normal Spell]
Select and activate one of the following effects:
Tribute 1 Machine-type monster to special summon 1 “Machine King Prototype” from your deck
Tribute 1 “Machine King Prototype” to special summon 1 “Machine King” from your deck
Tribute 1 “Machine King” to special summon 1 “Perfect Machine King” from your deck

Junk Workshop
[Normal Spell]
Special summon 1 machine type monster from your graveyard in attack position with its attack and defense halved. The monster summoned with this effect cannot be tributed for a tribute summon, or be used in a synchro summon.

Spare Parts Garage
[Normal Trap]
Tribute 1 machine type monster on your side of the field. Until the end of your next turn, all damage done to a machine type monster on your side of the field is reduced to 0, and you cannot take damage from a battle involving a machine type monster. All effect damage done to your life points by the effects of machine type monsters is reduced to 0 until your next endphase.

Faulty Engine
[Normal Trap]
When this card is sent to the graveyard, send it to your opponents graveyard. While this card is in the graveyard, you opponent can remove 1 machine type monster in their graveyard from play to force you to activate the following effect
Destroy 1 Machine type monster on your opponents side of the field.

Chapter 8:

Union of Souls
[Normal Spell]
Remove all “union” monsters in your graveyard from the game. Draw cards form your deck equal to the number removed

Relief Dragon
Light/Dragon/Level 4/Attack: 500/Defense: 1600
By sending 1 face up level 4 or lower monster on your side of the field to the graveyard, special summon this monster from your graveyard. When this monster is destroyed as a result of battle, special summon 1 Dragon type monster from your deck with 500 attack or less

Hope Dragon
Light/Dragon/Level 2/Attack: 300/Defense: 1000
When this monster is destroyed as a result of battle, special summon 1 “Last-Hope Dragon Token(Light/Dragon/Level 1/Attack: 0 Defense: 0)” To your side of the field in defense position. This monster cannot be destroyed in battle with monsters with over 2000 attack. All piercing damage done to your life points from this monster battling is reduced to 0.

Raging Dragon
Fire/Dragon/Level 7/Attack: 2700/Defense: 200
This monster cannot be special summoned. This monster inflicts piercing damage. This monster must attack during each of your turns if able to. By removing this monster in your graveyard from the game, decrease the defense of all monsters on your opponents side of the field by 1000 points.

Chapter 9:

Hot Coals
[Normal Spell]
Discard a number of pyro type monsters from your hand to the graveyard to send an equal number of pyro type monsters from your deck to the graveyard.

Equal Opportunity
[Normal Trap]
Activate this card during the end phase of your opponents turn. Special summon a number of level 4 or lower monsters from your deck equal to the number of monsters special summoned by your opponent this turn. Monsters summoned by this card cannot activate any effects, and cannot attack during your next turn.

Inescapable Refinement
[Continuous Spell]
Return all monsters that are removed from play to the graveyard. Monster’s in the graveyard cannot be removed from play, or special summoned.

Topaz Dragon
Wind/Dragon/Level 4/Attack: 1800/Defense: 1200/Effect
When this monster is removed from the field, select 1 level 4 or lower normal dragon type monster and add it to your hand. Your deck is then shuffled.

Continuance
[Quick-Play Spell]
Activate this card only when you receive battle damage. End the current battle phase, and select 1 face up monster on the opponents side of the field. That monster cannot attack during the battle phase until the 2nd battle phase after you activate this card.

Phantom Flyer
Wind/Dragon/Level 4/Attack: 1400/Defense: 1000/Effect
When you control no monsters and your opponent controls 2, you can special summon this monster. When this monster is selected as an attack target, you can remove it from the game until your next standbye phase.

Ally of Justice - Field Enforcer
Dark/Machine/Level 2/Attack: 0/Defense: 0/Effect
When you synchro summon a synchro monster with “Ally of Justice” in its name, you can special summon this card from your hand. When this monster attacks an opponents monster, by returning this monster to your hand, you can flip that monster into face down defense position. When this monster is discarded from your hand to the graveyard, special summon it in face up defense position.

Empty Nesting Grounds
[Normal Trap]
When a level 5 or higher Dragon or Winged Beast type monster is destroyed, select and activate one of the following effects
- Level 5-6: Special summon 1 “Egg Token (Level 1/Attribute: ?/Type: ?/Attack: 500/Defense: 500) to your side of the field with the same type and attribute as the destroyed monster.
- level 7-8: Special summon 2 “Egg Token(s) (Level 1/Attribute: ?/Type: ?/Attack: 500/Defense: 500) to your side of the field with the same type and attribute as the destroyed monster. Monsters on your side of the field cannot be destroyed as a result of battle this turn

Chapter 10:

Illusions of Grandeur
[Field Spell]
If you do not normal summon, flip summon, special summon, or set any monsters during a turn, this card‘s effect is activated. During your next turn, you can normal summon or set twice. You cannot normal summon, flip summon, special summon, or set any monsters the turn after you use this effect.

Uncontrollable Forest Fires
[Normal Trap]
Destroy 2 cards on your side of the field.

Phantom Beast Shadow-Tiger
Dark/Level 4/Beast-Warrior/Effect/Attack: 1800/Defense: 0
During your battle phase, by tributing 1 monster on the field that has declared an attack this turn, this monster can attack twice in the same battle phase. This monster cannot attack your opponent directly with this effect.

Burnout Beast
Fire/Level 4/Dragon/Attack: 500/Defense: 1700
Once a powerful dragon who ruled a civilization of humans, this monster has lost its old flare. Although it can no longer breathe fire, it’s scales are impenetrable.

Phantom Mirage
[Normal Trap]
By tributing 2 Phantom Beast monsters on your side of the field, you can special summon 1 Phantom Beast monster from your hand or deck to the field. Then, select one of your opponents monster’s. The opponent’s monster must attack the monster summoned by this effect (defense position monsters are changed to attack).

Vigilantism
[Continuous Trap]
When you fail to destroy an opponents monster as a result of battle, you can destroy 1 face up monster on your opponents side of the field. As long as this card remains face up on the field, all facedown monsters on your opponents side of the field will be flipped face up (battle positions are not changed by this card’s effect).

Mirage Target
[Normal Trap]
Remove from play in your graveyard 1 “Phantom Beast” monster that was destroyed by your opponents card effect. During your second stand bye phase after the selected monster was removed from the game, special summon that monster to your side of the field.

Card Illusion
[Normal Trap
Activate one spell or trap card in your hand, or normal summon one monster in your hand (monsters must be tributed if the summoned monster requires 1 or more monsters as tributes.)

For the Sake of an Ideal
[Normal Trap]
Make the attack of one of your opponents monsters a direct attack. After damage calculations, you can activate 1 spell card from your hand (you cannot use this effect if your life points are reduced to 0 by your opponent’s direct attack).

Allies of the Fallen
[Normal Spell]
You can activate this card only during a turn in which a face up “Ally of Justice” synchro monster was sent to the graveyard. Special summon the monsters used in that synchro monsters synchro summon. You cannot special summon any monsters until the end of your next turn.

Illusion of Death
[Counter Trap]
Activate this card when your opponent declares an attack. Remove from play the attacking monster, and your opponent destroys one monster on your side of the field. This is treated as your opponent’s effect.

Tuner’s Harmony
[Normal Spell]
Tribute 1 monster on your side of the field to special summon 1 tuner monster in your hand or graveyard with a level equal to 1 face up monster on your side of the field.

Chapter 11:

Frostbite
[Normal Trap]
When your opponent attacks a monster with “Ice Boundary” in its name and does not destroy it as a result of battle, you may activate this card. Destroy the opponent’s monster that declared an attack.

Ice Boundary
[Field Spell]
While you control a face up “Ice Boundary” monster, your opponent can only attack with 1 monster during the battle phase. If a monster with “Ice Boundary” in its name would be selected as an attack target, you can change that attack to another face up monster with “Ice Boundary” in its name. A non water-type monster is destroyed during it’s owners 3rd end phase after that monster was normal, flip, or special summoned.

Full Moon
[Continuous Spell]
This card remains face up on the field until the third end phase after its activation. Increase the attack and defense of all water monsters on your side of the field by 300 as long as this card remains face up on the field. When this card is activated, select 1 “High Tide” from your deck and activate it.

High Tide
[Continuous Spell]
This card can only be activated by the effect of “Full Moon”. If there is no face up “Full Moon” on your side of the field, destroy this card. Once per turn you can special summon 1 level 4 or lower Water-type monster from your deck to the field. The monster summoned by this effect cannot declare an attack during the turn it is summoned. Once per turn when a monster summoned by this effect is selected as an attack target, you can negate that attack. When this card is destroyed, reduce the attack of all monsters summoned by this effect to 0.

Lethal Shark Wound
[Normal Spell]
Activate this card during your Main Phase 2 when a fish type monster on your side of the field that declared an attack did not destroy an opponents monster as a result of battle. Inflict damage to your opponent’s life points equal to the fish type monster’s attack.

Lone Shark
Water/Fish/Level 1/Attack: 500/Defense: 500
When this card is sent to the graveyard, you can send 1 “Eel of Greed” from your deck to the graveyard to draw 2 cards.

Chapter 12:

Darkfire Mountain
[Field Spell]
Increase the attack of all dark/fire type dragon monsters on your side of the field by 400 points. As long as this card remains face up on the field, your opponent cannot activate any other field spell cards.

Mischief of Frost
[Normal Trap]
Activates this card when your opponent controls 2 or more monsters and declares a direct attack. Special summon as many WATER type monsters from your graveyard as you can in defense position. The monsters summoned by this effect cannot be destroyed in battle for the rest of the turn.

Tundra Seal
[Continuous Trap]
Once per turn, you can halve the battle damage you take involving 1 monster on your side of the field. When your opponent declares an attack with a level 7 or higher monster, destroy this card. When this card is destroyed, select 1 trap card from your deck and activate it. The selected card is then removed from the game.

Crazy Rage Demon
Fire/Dragon/Level 3/Attack: 1200/Defense: 900
When this monster is normal or special summoned successfully, you can tribute it to activate its effect. Select 1 spell or trap card from your deck that has the effect of inflicting piercing damage and add it to your hand. The deck is then shuffled.

Everlasting Winter
[Normal Trap]
During the turn this card is activated, face up water type monsters on the field cannot be destroyed by battle. If a face up water type monster is destroyed by a card effect, special summon that monster to your field. You can then special summon water monsters from your graveyard who’s levels equal that of the destroyed monster.

Giant Blizzard
[Normal Spell]
Flip all face up spell and trap cards [except field spell cards] on the field facedown. Cards flipped face down by this effect cannot be activated until your next turn. You and your opponent draw 1 card for each card flipped face down by this cards effect. Skip you and your opponent’s next draw phase.

Falling Icicles
[Equip Spell]
This card can only be equipped to a water type monster. Increase the attack of the equipped monster by 400 points. If this card is sent from your hand to the graveyard, you can activate it. During the turn this card is activated by this effect, the equipped monster inflicts piercing damage.

Overwhelming Tide
[Normal Trap]
Activate this cards effect by removing it in the graveyard from the game when your opponent draws cards outside of the draw phase. Your opponent discards 1 card from their hand. Then, draw cards from your deck equal to the number of cards they drew from that card effect.

Terrain Tactics
[Normal Spell]
Activate this card when you have a face up field spell on your side of the field that increases or decreases attack and defense. Send that field spell to the graveyard and increase your life points by the amount of attack or defense increased by that field spell x100. You can then special summon 1 monster from your deck with a level equal to or lower the life points you gained from this effect /100.

Miracle Flame
Fire/Dragon/Level 1/Attack: 100/Defense: 100/Effect
This monster cannot be selected as an attack target as long as you control another face up monster. As long as this monster remains face up on the field, all battle damage done to your life points is reduced to 0. When this monster is sent to the graveyard, reduce all effect damage done to your life points until the end of the turn to 0.

From the Ashes
[Normal Trap]
Activate this card during the end phase of a turn in which 2 or more Fire type monsters on your side of the field were destroyed and sent to the graveyard. Special summon all fire type monsters that were destroyed during this turn from your graveyard in face up defense position. The monsters summoned by this effect have their attack and defense halved.

Chapter 14:

Devil Cyclone
Wind/Fiend/Level 4/ Attack: 1200/Defense: 1000
When this monster is destroyed as a result of battle, special summon 1 “Devil Cyclone” from your deck in face up attack position. When this monster is destroyed as a result of battle and there are 2 more “Devil Cyclone”s in your graveyard, add 1 “Desert Twister” from your deck to your hand.

All For One
[Quick-Play Spell]
Activate this card when a monster(s) is sent from your deck to the graveyard. You can send 1 monster with the same name as a monster sent to the graveyard to the graveyard from your deck.

Sandstorm
[Normal Trap]
Activate this card only when you control a face up Earth or Wind attribute monster. Send 1 Wind and 1 Earth type monster from your deck to the graveyard to end your opponent’s battle phase. No attacks can be declared during this turn.

The Forces of Nature
[Continuous Spell]
During the battle phase, if you did not activate the effect of a “Desert Twister” or “Frost and Flame Dragon” this turn, increase the attack of all “Desert Twister” and “Frost and Flame Dragon” you control by 700. You cannot activate the effect of a “Desert Twister” or “Frost and Flame Dragon” during the turn a monster has its attack increased by this effect.

Will of the Martyr
[Normal Trap]
When this card is sent to the graveyard, its effect is activated. You and your opponent may search your decks, select 1 trap card from it, and set it facedown on the field. The cards set by this effect cannot be activated during the turn this card is sent to the graveyard.

Erupting Mountain Peak
[Normal Trap]
This card can only be activated when a “Frost and Flame Dragon” is destroyed on your side of the field as a result of battle. Destroy the monster that conducted battle with “Frost and Flame Dragon”. You can then add 1 “Desert Twister” from your deck to your hand.

Spirits Final Intervention
[Normal Spell]
During the turn where monsters in your graveyard are removed from play, you can activate this card. Draw cards equal to the number of cards removed from your graveyard from play during this turn.

Sinner’s Repentance
[Counter Trap]
Select and activate one of the following effects
-Activate this card when you opponent draws cards outside of the draw phase. Your opponent can return those cards to their deck and shuffle it, and increase their life points by 800 for each card returned in this way. If they do not, they cannot normal, flip, or special summon any monsters this turn. They cannot activate spell or trap cards, or monster effects this turn.
-Activate this card when you opponent would destroy a card(s) on your side of the field. Your opponent can destroy an equal number of cards on their field, and increase their life points by 800 for each card destroyed in this way. If they do not, they cannot normal, flip, or special summon any monsters this turn. They cannot activate spell or trap cards, or monster effects this turn.

Peaceful Purity
Light/Fairy/Level 1/Effect/Attack: 0/Defense: 2000
This monster cannot be destroyed by card effects, or be used in a tribute summon. When this monster is sent to the graveyard, cards on your side of the field cannot be destroyed by card effects until your next stand bye phase.

Burning Rock Dragon, The Freezing Tornado Devil
Dark/Fiend/Level 9/Fusion/Effect/Attack: 3800/Defense: 3500
Frost and Flame Dragon + Desert Twister
This monster cannot be normal summoned or set. This monster cannot be special summoned except with a fusion summon by “Super Fusion.” This monster’s attribute is treated as Earth, Water, Fire, and Wind as well. This monster is also treated as a dragon-type monster. Once per turn, by discarding one card from your hand to the graveyard, you can randomly activate one of the following effects
-This monster cannot be destroyed by card effects until the end of the turn. Your opponent cannot select this monster as an attack target
-Select 1 level 5 or higher monster on your opponent’s side of the field. That monster is removed from the game until the end phase of the turn. This effect cannot be negated by the effects of your opponent’s spell and trap cards.
-Return your opponent’s entire hand to their deck and shuffle it. Inflict 300 points of damage to your opponent’s life points for each card returned by this effect. Then, your opponent draws an equal number of cards from their deck -1
-Select up to 2 spell and trap cards on your opponents side of the field. The selected cards have their effects negated, and if they are facedown they cannot be activated

Miracle of God
Light/Fairy/Level 2/Effect/Attack: 0/Defense: 0
When this monster is sent from your hand to the graveyard by the effect of a light attribute monster, you can draw 1 card. If that card is a light-attribute monster, you can draw one more card from your deck.

Divine Intervention
[Equip Spell]
This card can only be equipped to a level 7 or higher fairy type monster. If the equipped monster would be destroyed by a card effect, you can send this card to the graveyard to negate that effect and destroy that card. If the equipped monster would be destroyed in battle, you can send this card to the graveyard to prevent it from being destroyed in battle until the end phase of the turn, and destroy any monster that battles with it.

The Unplayable
[Normal Spell]
If this card is placed on the field, destroy it and inflict 2000 points of damage to your life points. Once during the duel, If this card is sent from your hand to the graveyard, halve your life points and return this card to your hand.
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Posts : 60
Join date : 2009-08-18

PLC Custom Cards Empty
PostSubject: Re: PLC Custom Cards   PLC Custom Cards Icon_minitimeMon Nov 16, 2009 11:07 pm

Chapter 15:

Foolish Lovers
[Normal Spell]
Both players send 1 level 4 or lower monster from their decks to the graveyard.

Rigimortis Barrier
[Continuous Spell]
When this card is activated, select 1 level 6 or higher monster on your side of the field. Each time a monster on your side of the field is destroyed, add 1 counter to this card. If the monster selected by this effect would be destroyed, remove 1 counter from this card instead.

Aomori Nebuta
[Normal Spell]
Send 2 “Yokai” monsters from your deck to the graveyard. Monsters sent to the graveyard by this effect cannot be special summoned during this turn.

Revenge Plot
[Quick-Play Spell]
Activate this card when monsters are returned to your deck from the graveyard. Send 1 card from your field to the graveyard. The monsters returned to your deck will be placed top of your deck in the order of your choosing during your 3rd draw phase after this card’s activation. In addition, draw 1 card from your deck for each monster removed from the game by this card’s effect. Your opponent draws the same number of cards -1.

Namahage
Fire/Zombie/Level 4/Attack: 1650/Defense: 1300
This monster is treated as a “Yokai” type monster. When this monster is special summoned from the graveyard, you can take control of 1 face up level 3 or lower monster on your opponents side of the field.

Nurikabe
[Continuous Trap]
As long as this card remains face up on the field, level 4 or higher monsters your opponent controls cannot declare an attack. When your opponent declares an attack with a level 3 or lower monster, destroy this card.

Gashadokuro
Earth/Zombie/Level 6/Attack: 2300/Defense: 400
This monster is treated as a “Yokai” monster. When you draw this monster, you can discard it directly from your hand to the graveyard. You can special summon this monster by tributing 2 face up “Yokai” type monsters on your field. When this monster is special summoned, destroy 1 face up warrior or spell caster type monster on your opponents side of the field. When this monster is special summoned, remove from the game any monster it destroys as a result of battle.

The Vengeful Onryo
[Normal Spell]
Activate this card during the turn in which a “Yokai” monster on your side of the field was sent to the graveyard (except as a result of battle). Pay half your life points to destroy all monsters on the field. You cannot normal summon during your next turn.

Stalagmite Ceiling
[Normal Trap]
When your opponent declares an attack with a monster you may activate this card. Remove 1 Water monster in your graveyard from the game to reduce the battle damage from the battle with your opponents monster by the level of the removed monster x100. Then inflict damage to your opponent’s life points equal to the removed monster’s level x100

Pain Split
[Quick-Play Spell]
Activate this card only when an effect is activated that would inflict damage to your life points. Negate that damage, and you and your opponent then take double the damage you would have received from that card’s effect.


Chapter 16:

Inner Evil
[Continuous Trap]
You can activate this card only when your opponent’s monster declares an attack. Decrease the attack of all of your opponent’s attacking monsters by 300 during the battle phase only. This amount continues to increase by 300 during each of your opponents battle phases. A monster who’s attack is 0 when it declares an attack is destroyed.


Chapter 17:

The Third Day
[Continuous Trap]
You can only activate this card when a face up fairy type monster on your side of the field is destroyed as a result of battle and sent to the graveyard. This card remains face up on the field for 3 of your opponent’s turns. During your turn after your opponent’s 3rd turn after this card’s activation, send this card to the graveyard and special summon all level 3 or lower fairy type monsters in your graveyard to your side of the field.

The Path of God
[Normal Spell]
Activate this card only after your opponent has successfully special summoned a monster during a turn you destroyed an opponent’s monster. Select 1 face up fairy-type monster on your side of the field. The selected monster may attack your opponent directly during this turn.

Motor’s Battle Wheel
Earth/Machine/Level 2/Tuner/Attack: 1200/Defense: 1100
This vicious motorcycle was once a friendly road companion. But after it was found by the Motor Machines, it was destroyed and rebuilt for evil.

Semi-6: Wheel Crusher
Earth/Machine/Level 8/Attack: 2700/Defense: 1500
1 Machine-type tuner + 1 or more machine-type non tuners
This monster cannot be special summoned except by a Synchro Summon. Once, during either players turn, discard 1 card from your hand to increase this monsters attack by the attack of all face up level 6 monsters on your side of the field. If this effect is activated during your turn, your opponent must conduct their battle phase and attack this monster. If this effect is activated during your turn, other monsters you control cannot declare an attack. This monster cannot attack your opponent’s life points directly. When this monster attacks an opponent’s monster with an attack higher then the opponent’s monster’s attack, inflict the difference to your opponent’s life points.

Guiding Path
[Normal Spell]
You can only activate this card while “The Sanctuary in the Sky” is face up on your side of the field. Special summon 1 level 4 or lower fairy-type monster from your deck to the field. All fairy-type monsters on the field do piercing damage during this turn. When a fairy-type monster does piercing damage through this cards effect, discard 1 card from your opponent’s hand.

Hell Tribe’s Uprising
[Normal Trap]
Activate this card by selecting 1 face up non-Dark monster on your opponent’s side of the field that has destroyed one of your Dark monsters in the last turn. Destroy that monster, and special summon 1 Dark monster from your graveyard who’s level is equal to or double the opponent’s destroyed monster. Your opponent then draws cards from their deck equal to half the destroyed monster’s level.

Absolute Darkness
[Normal Spell]
You can only activate this card while there is a face up “Invader of Darkness” on your side of the field. The selected monster can attack twice this turn. If your opponent only controls face-up light monsters, one of these attacks may be directly. None of your other monsters can declare an attack this turn.

Hell Spawn of Dark god
Dark/Thunder/Level 4/Attack: 1600/Defense: 1500/Effect
If this monster is in your graveyard when you special summon a “Dark God of World Creation”, the summoned monster gains the following effect.
-Once per turn, tribute 1 face up monster special summoned by the effect of “Dark God of World Creation.” 1 face up “Dark god of World Creation” gains the attack and effect of the tributed monster until the end phase of the turn.
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