Banned card text fix ideas

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MilodicMellodi
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Banned card text fix ideas

Post #1 by MilodicMellodi » Thu Apr 25, 2019 6:22 am

Pot of Greed
Draw 1 card. If you have not drawn card(s) by a card effect this Duel, draw an additional card. You can only activate "Pot of Greed" once per turn, also you cannot draw cards by a card effect for the rest of the turn.
Essentially Jar of Greed that becomes its "pre"-Pot of Greed if you didn't draw by a card effect previously this Duel, but regardless also prevents other Draw Power cards for the rest of the turn.

The Forceful Sentry
Send 1 monster you control to the GY. Activate the following effects in sequence.
● You can look at your opponent's hand and target 1 card in it; return it to the Deck, and if you do, your opponent can draw 2 cards.
● Shuffle your opponent's Deck.
You can only activate "The Forceful Sentry" once per turn.
You can either get info on your opponent's hand and shuffle one of the cards in their hand into it, but allow them to draw 2 cards and then shuffle their deck, or you can do a simple shuffle and not risk the opponent getting the draw.

Butterfly Dagger - Elma
The equipped monster gains 300 ATK. When this card is destroyed by a card effect and sent to the Graveyard, you can activate this card's effect. If you do, return this card to the hand during the Standby Phase of your next turn. You can only activate "Butterfly Dagger - Elma" once per turn.
A version of this card that can't be abused by Gearfried.

Card of Safe Return
When a monster(s) is Special Summoned from your GY to the field: Draw 1 card. You can only control 1 "Card of Safe Return", also you can only activate the effect of "Card of Safe Return" once per turn.
An unabusable version of this card. You can only make use of it once a turn, and you can't even get rid of it and put another copy down to try and abuse it.

Confiscation
Pay 1000 LP and send 1 monster you control to the GY. Your opponent can destroy 1 card in their hand or face-up on their side of the field to negate this card's effect, otherwise look at your opponent's hand and discard 1 card from their hand to the GY. You can only activate "Confiscation" once per turn, also you cannot activate other Normal Spell cards the turn you activate this card's effect.
Pretty much The Forceful Sentry's fix, but instead of the free Pot of Greed effect they instead get to destroy any other card in their hand or field to negate the effect. This allows for them to activate effects from destruction. In addition, regardless of getting to see the opponent's hand or not, you can't activate other Normal Spells the turn you use it — which means you also can't activate it during a turn you previously activated a Normal Spell.

Dandylion
If this card is sent to the Graveyard: Special Summon 2 "Fluff Tokens" (Plant-Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon, or used as material for the summon of a monster that began the Duel in the Extra Deck, during the turn they are Special Summoned.
Not much of a change, and yet a HUGE change. The tokens' additional condition prevents them from being used being used as material for summon of a monster that began the Duel in the Extra Deck the turn they were summoned, making it so you can't just abuse them with Synchro- or Link-spamming strategies.

Metamorphosis
Target 1 monster in your GY that lists this card's name in its card text; add it to your hand. You can reveal 1 monster in your hand or Extra Deck with the same Type, Attribute, and Level as a face-up monster you control, that states this card's original name in its card text; add this card from your GY to your hand. You can only activate 1 effect of "Metamorphosis" per turn.
Essentially completely transforms it into its own niche, instead of the unfixable crap it was before. This fix also opens the door for other cards relying on it, instead of just Bubbleman.

Kaiser Colosseum
You cannot summon Link Monsters, also you cannot Link Summon during the turn this card is removed from the field. If you control 1 or more monsters: Neither player can place a monster(s) on the field if the number of monsters they control would exceed the number of monsters their opponent controls. Cards your opponent controls that are already on the field before this card's activation are unaffected by this effect. If you do not control a monster, destroy this card.
Pretty much the same effect as normal — being more in favor of the opponent — with very heavy Link-based drawbacks and a self-destruction effect if you don't control any monsters. This fix should make it very difficult to do much in Master Rule 4, which so heavily relies on Link Summoning that you might as well not play it except in Monarchs; even in Master Rule 3, the effect is more in favor of the opponent so it's not really terrible.

Last Will
During the End Phase, if a monster(s) you owned was sent to the GY this turn, you can Special Summon 1 monster from your Deck with 1500 or less ATK in Attack Position, but its effects are negated. You can only activate 1 "Last Will" per turn. You cannot Summon monsters with more than 1500 ATK the turn you activate this card.
You get the monster you would have gotten before, but: 1) it comes during the End Phase, 2) the monster is summoned in Attack Position with its effects negated, 3) it has a OPT clause in place, and 4) You can't summon anything with more than 1500 ATK the turn you use it. It'd be pretty good in decks that like to summon low-ATK Link Monsters, as well as other niche recipes, but not much else. Possibly in Monarchs, if you summoned a Vassal...?

Royal Oppression
Once per turn, when the turn player would Special Summon a monster(s), or activate an effect that Special Summons a monster(s): The opponent of the turn player can pay 2000 LP and discard 1 card; negate that Special Summon and destroy it. There can only be 1 "Royal Oppression" face-up on the field.
This is the fix I'm not so sure on. I turned it into pretty much a OPT Solemn Warning with a discard cost, that the opponent of the turn player can use. I'm fairly certain it's still busted, even with the much higher cost of using it, because Solemn Warning itself is incredibly busted.

Substitoad
You can Tribute 1 monster to Special Summon 1 "Frog" monster from your Deck, except "Frog the Jam". You can only activate the effect of "Substitoad" once per turn. "Frog" monsters, except "Frog the Jam", cannot be destroyed by battle.
Turned it into a Hard OPT, so that you can't just swarm your field with Frogs all willy-nilly.

Time Seal
Your opponent can add 1 card from their Deck to their hand, then shuffle 1 card from their hand into the Deck. If they do, skip the Draw Phase of their next turn. You can only activate "Time Seal" once per Duel.
Gives them a free search without increasing their hand advantage (but also allowing them to put a dead card back into their deck, which could benefit the opponent even more). They can choose not to do this, making this card simply resolve without an effect, but they also wouldn't get the search. If they do search/return, however, you get the Draw Phase skip. Also, it's got a Once Per Duel effect, regardless if they searched or not. The way I fixed it, I tried making it more useful for strategies specifically based on Draw Phase prevention, instead of just having it be some free, easy Draw Phase skip.

Performage Plushfire
Monster Effect: If this card on the field is destroyed by battle or card effect: You can Special Summon 1 "Performage" monster from your hand or Deck, except "Performage Plushfire". You can only use the monster effect of "Performage Plushfire" once per turn.
Seriously, that's all they need to do to fix that. You could have very easily done that before its release, Konami.

Wind-Up Carrier Zenmaity
You can detach 1 Xyz Material from this card; Special Summon 1 "Wind-Up" monster from your hand or Deck. When a face-up "Wind-Up" monster on the field is destroyed and sent to your Graveyard (except during the Damage Step): You can detach 1 Xyz Material from this card to target that monster; return that target to the hand. You can only summon "Wind-Up Carrier Zenmaity" once per turn, also you can only activate 1 effect of "Wind-Up Carrier Zenmaity" per turn.
Another easy fix. I made both detach effects once per turn, but also made it so you could only use 1 of them that turn. I also made it have a OPT clause on summoning it or cards with its name, which helps to slow it down but also allows for the player to have more than 1 on their field if they kept the first Zenmaity up in a previous turn.

(More Later)

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