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UltimateNagash
12th June 2008, 4:59 PM
OK, so few basic rules:

Your Main Deck must contain EXACTLY 40 cards
Normally it will have between 18 and 20 monsters
You can have up to 8 new cards
No more than 5 Extra Deck Cards
No rude or REALLY stupid things
To keep page sizes down, please use Spoiler Tags ([spoiler="blah blah"])


Please comment on what you think of each others, advice on what doesn't work/is unfair etc

And here's a few examples of mine:

PLATEAU OF MIST VALLEY

Vampire Phoenix 2400/1600 Winged Beast Earth {7}, this card is also treated as a Zombie-Type monster. When this card is destroyed and sent to the Graveyard, during your next Standby Phase you may return 1 monster you control to your hand to Special Summon this card. When this card is Special Summoned, return 1 card on the field (except this card) to it's owners hand.

Triplicate Eagles 900/600 Winged Beast/Tuner Wind {3}, when this card is destroyed and sent to the Graveyard, Special Summon 3 "Triplicate Tokens" (300/200 Winged Beast/Tuner Wind {1}) to your side of the field in Attack Position. These tokens may not be Tributed for a Tribute Summon.

Divine Storm 2400/1100 Winged Beast Wind {6}, this card is not destroyed as a result of battle when this card battles with a monster with the same ATK. A card this destroys as a result of battle are sent to the bottom of your opponent's Deck instead.

Defender of Mist Valley 700/1700 Winged Beast/Tuner Wind {4}, when this card is Summoned, switch it to Defence Position. Once per turn, you can return 1 monster you control except this card to your hand to have this card gain 800 DEF until the End Phase.

Simorgh the Fallen Synchro 2700/1000 Winged Beast/Synchro Earth {8} [1 Winged Beast Tuner Type monster] + [1 or more non-Tuner monsters], increase the ATK of all WIND monsters you control by 1000. Whenever you Summon a Winged Beast-Type monster, you may discard 1 card to return 1 card on the field to the top of it's owners Deck.
*It's an EARTH because it's wings are broken ;)*

Field Spell Card, Gale Force Plateau, all Winged Beast-Type monsters on the field, in the Hand or Graveyard or in either player's Decks are considered WIND monsters. Whenever a WIND monster is Summoned, the controller draws cards equal to the number of Tributes used to Summon the monster.

Spell Card, Bird Flute, add 1 Level 4 or under Winged Beast-Type monster from your Deck or Graveyard to your hand. If you add a monster from your Graveyard, discard 1 card.

Trap Card, Windy Roast, activate when a card is returned from the field to it's owners hand or Deck. Draw 3 cards, then discard 1 card from your hand.

Vampire Phoenix
Triplicate Eagles
Divine Storm
Defender of Mist Valley
Flying Kamakiri #1 x2
Slate Warrior
Lady Ninja Yae x2
Harpie Lady 1 x2
Cyber Harpie
Harpie Queen
Harpie's Pet Baby Dragon
Simorgh, Bird of Ancestry
Ptarmigan of Mist Valley x2
Shaman of Mist Valley
Soldier of Mist Valley x2
Raiza the Storm Monarch
21 Monsters

Simorgh the Fallen Synchro
Mist Wurm
2 Sycnhro Monsters

Gale Force Plateau
Bird Flute
Giant Trunade
Back to Square One x2
A Feather of the Phoenix
Mystical Space Typhoon
Elegant Egotist x2
Synchro Hero
Easy Tuning
Harpies' Hunting Ground x2
Premature Burial
14 Spells

Windy Roast
Transmigration Prophecy
Phoenix Wing Wind Blast
Sakuretsu Armour x2
5 Traps
42 Cards Total

GLADIATOR'S COLOSSEUM

Gladiator Beast Caliglus 2300/1800 Beast-Warrior Earth {6}, this card cannot be Special Summoned except when a "Gladiator Beast Andal" you control is destroyed. This effect may be activated from your hand or Deck. When this card is Special Summoned, while this card remains face-up, increase the ATK of all "Gladiator Beast" monsters you control by 400. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Caliglus".

Gladiator Beast Thrax 1800/1200 Beast-Warrior Earth {4}, when this card is Special Summoned by the effect of a "Gladiator Beast" monster, add 1 "Colosseum - Cage of the Gladiator Beasts" from your Deck or Graveyard to your hand. If this card battles, by returning it to the Deck at the end of the Battle Phase, Special Summon 1 "Gladiator Beast" monster except "Gladiator Beast Thrax" from your Deck.

Gladiator Beast Venator 1700/1400 Beast Earth {4}, when this card is Special Summoned by the effect of a "Gladiator Beast" monster, add 3 Counters to a face-up "Colosseum - Cage of the Gladiator Beasts" you control. If this card battles, by returning it to the Deck at the end of the Battle Phase, Special Summon 1 "Gladiator Beast" monster except "Gladiator Beast Thrax" from your Deck.

Test Lion 1200/600 Beast Earth {3}, if you control a "Test Lion", you cannot Summon this card. When this card is Summoned you may Special Summon 1 Level 4 or under "Gladiator Beast" monster from your hand. The Special Summoned monster is treated as if it was Special Summoned by the effect of a "Gladiator Beast".

Armoured Andal 2900/2050 Beast-Warrior Earth {6} ["Gladiator Beast Andal"] + [1 "Gladiator Beast" monster], this card can only be Special Summoned from your Fusion Deck by returning the above cards you control to the Deck (You do not use "Polymerization".) When this card is Special Summoned, you can Special Summon 1 "Gladiator Beast" monster from your Deck, ignoring Summoning conditions. At the end of the Battle Phase, if this card attacked or was attacked, you can return this card to the Fusion Deck to Special Summon 2 "Gladiator Beast" monsters from your Deck, except "Gladiator Andal". The Special Summoned monsters are treated as if they were Special Summoned by the effect of a "Gladiator Beast".

Quick-Play Spell Card, Gladiator's Battle Rush, activate when you Special Summon a "Gladiator Beast" monster. You may activate this card at any time this condition is fulfilled. Increase the ATK of the Special Summoned monster by 800 while it remains face-up on the field.

Spell Card, Gladiator Strike, activate when you control a "Gladiator Beast" monster. Destroy up to 2 Spell or Trap cards on the field.

Trap Card, Gladiator Beast Rapid Response, activate when a "Gladiator Beast" monster(s) you control would be destroyed. Return the monster(s) to your hand instead.

Gladiator Beast Caliglus
Gladiator Beast Thrax
Gladiator Beast Venator
Test Lion
Test Tiger
Gladiator Beast Andal
Gladiator Beast Alexander
Gladiator Beast Spartacus
Gladiator Beast Murmillo
Gladiator Beast Hoplomus x2
Gladiator Beast Dimacari
Gladiator Beast Bestiari
Gladiator Beast Laquari x2
Gladiator Beast Secutor
Gladiator Beast Octavius
Gladiator Beast Torax
Gladiator Beast Darius
Gladiator Beast Equite
20 Monsters

Gladiator Beast Heraklinos
Gladiator Beast Gaiodiaz
Gladiator Beast Gyzarus
Armoured Andal
4 Fusion Monsters

Gladiator's Battle Rush
Gladiator Strike
Gladiator Proving Ground x2
Gladiator Beast's Respite
Gladiator's Return
Colosseum - Cage of the Gladiator Beasts x2
Gladiator Beast's Battle Archfiend Shield
Gladiator Beast's Battle Halberd
Gladiator Beast's Battle Manica
11 Spells

Gladiator Beast Rapid Response
Disarm x2
Parry x2
Chariot of the Gladiator Beasts
Defensive Tactics
Double Tag Team x2
9 Traps
44 Cards Total

DARK-LIGHT OF FIENDS

Nega-Mefist, the Infernal Knight 2200/2300 Fiend Dark {7}, you can Special Summon this card by Tributing 1 "Mefist the Infernal General". During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. When this card inflicts Battle Damage to your opponent, discard 1 card from either players hand. While "Dark-Light World" is on the field, increase this cards ATK by 300 for every card in either players hand.

Mefist the Shining General 1800/1700 Fiend Light {5}, when this card destroys an opponent's monster by battle, you can remove from play 1 LIGHT monster in your Graveyard to discard 1 card from either players hand. This card gains 200 ATK for each LIGHT monster in your Graveyard.

Snipe Lord 1500/600 Fiend Dark {6}, this card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Snipe Hunter" you control. This card cannot be destroyed as a result of battle. You can discard 1 card to select up to 2 cards on the field and roll a six-sided die. If the result is not 1 or 6, destroy the selected card(s).

Goblin Emperor 0/0 Fiend Dark {3}, this card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Goblin King" you control. While there is another Fiend-Type monster on your side of the field, this card cannot be attacked. The ATK and DEF of this card become the number of Fiend-Type monsters on the field x 1200 points.

Duos Imps 1000/1000 Fiend Dark {2}, when this card is destroyed and sent to the Graveyard, Special Summon 2 "Imp Tokens" (500/500 Fiend Dark {1}) to your side of the field.

Field Spell Card, Dark-Light World, all Fairy-Type monsters and all Fiend-Type monsters on the field, in the Graveyard and in both players Deck are treated as both LIGHT and DARK monsters, instead of their normal Attribute. If a player discards a card due to the effect of a Fiend-Type monster, they discard 1 extra card.

Equip Spell Card, Discard Claws, equip only to a Fiend-Type monster. The equipped monster gains the following effect:
* Whenever this monster destroys a monster by battle, discard 1 card from your opponent's hand.

Continuous Trap Card, Discard Revelation, whenever your opponent discards a card(s) from their hand, draw 1 card.

Nega-Mefist, the Infernal Knight
Mefist the Shining General
Snipe Lord
Goblin Emperor
Duos Imps
Slate Warrior x2
Gemini Imps
Dark Crusader
Helpoemer x2
Mefist the Infernal General
Snipe Hunter
Protector of the Sanctuary
Goblin King x2
Armageddon Knight
Sangan
Night Assailant
Morphing Jar
20

Dark-Light World
Discard Claws
Dark Eruption
Mystical Space Typhoon
Heavy Storm
Dark World Lightning
Dark World Dealings x2
Fires of Doomsday
Card Destruction
Hand Destruction
Dragged Down into the Grave x2
Premature Burial
14 Spells

Discard Revelation
Dark Illusion
Bubble Crash
Hate Buster x2
Robbin' Goblin
6 Traps
40 Cards Total

ELECTROMAGNETIC DISCHARGE

Ultimate-Electromagnetic Voltator Dragon 3000/2600 Thunder Light {8}, if you Tribute Summon this card by Tributing any of the following monster(s), this card gets the appropriate effect:
* Batteryman D: If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.
* Batteryman C: When this card destroys an opponent's monster in battle, inflict damage to your opponent's Life Points equal to half the destroyed monsters DEF.
* Batteryman AA: This card gains 1000 ATK.

Batteryman AAA 0/0 Thunder Light {5}, this card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Batteryman AA" you control. The ATK of this card become the number of Thunder-Type monsters in your Graveyard x 400 points.

Solar-Powered Calculator ?/? Thunder Light {5}, this card may be Special Summoned by Tributing 1 "The Calculator" you control. This card's ATK is equal to the combined Levels of all monsters you control x 400. If you do not control another LIGHT monster, destroy this card. When this card is destroyed, except by its own effect, you can add 1 "Scientific Calculator" from your Deck, Graveyard or that is removed from play to your hand.

Thunder Wyvern 2400/2300 Thunder Light {7}, during your Main Phase, by discarding this card, add 1 Thunder-Type monster from your Deck to your hand.

Electro Shocker 1600/1200 Thunder Light {4}, once per turn, during your Draw Phase, instead of drawing a card, you can add 1 Level 4 or under Thunder-Type monster from your Deck or Graveyard to your hand.

Spell Card, Electromagnetic Grabber, discard 1 Thunder-Type monster. Draw 2 cards.

Quick-Play Spell Card, Voltage Return, increase your Life Points by 400 x the number of Thunder-Type monsters in your Graveyard.

Counter Trap Card, Destruction Deflection, discard 1 card. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a Spell or Trap Card(s) on the field, and destroy that card.

Ultimate-Electromagnetic Voltator Dragon
Batteryman AAA
Solar-Powered Calculator
Thunder Wyvern
Electro Shocker
Thunder Dragon x3
Batteryman AA x2
Batteryman D
Batteryman Micro-Cell x2
Batteryman Industrial Strength
Batteryman Charger x2
Scientific Calculator
The Calculator x2
Super-Electromagnetic Voltech Dragon
Shining Angel x2
22 Monsters

Electromagnetic Grabber
Voltage Return
Battery Charger x2
Inferno Reckless Summon
Lightning Vortex
Quick Charger
Mystical Space Typhoon
Heavy Storm
Premature Burial
Short Circuit
Battery Recycle
12 Spells

Destruction Deflection
Sakuretsu Armour x2
Destruction Jammer
Portable Battery Pack x2
6 Traps

*Credit to Kakashi-Sharingan Warrior for Scientific Calculator :)*

Kakashi-Sharingan Warrior
12th June 2008, 6:24 PM
This is actually a really good idea!

Structure Deck Torched Ruins
[SPOILER="

SDTR-EN001 Ash Phoenix (Ultra)*
FIRE/Pyro-Effect/7/2700/1050
This card cannot be special summoned except from the graveyard. When you special summon a FIRE monster from your graveyard, inflict 1000 damage to your opponent.
SDTR-EN002 Ash Soldier*
FIRE/Warrior-Effect/5/1900/1000
When this card is special summoned from the graveyard, draw 1 card.
SDTR-EN003 Sacrificial Maiden
LIGHT/Spellcaster-Effect/3/600/0
If this card is released for the advance summon of a monster that requires 2 tributes, you can treat this card as both tributes.
SDTR-EN004 Sacred Phoenix of Nepthytis(sp?)
SDTR-EN005 Thestalos the Firestorm Monarch
SDTR-EN006 Cyber Dragon
SDTR-EN007 Solar Flare Dragon x2
SDTR-EN008 Fire Princess
SDTR-EN009 Poison Mummy
SDTR-EN010 Stealth Bird x2
SDTR-EN011 UFO Turtle x2
SDTR-EN012 Hand of Nepthytis
SDTR-EN013 Blast Asmodian
SDTR-EN014 Des Wombat
SDTR-EN015 Snipe Hunter
SDTR-EN016 Exiled Force x2
SDTR-EN017 Torched Ruins*
Field Spell
Whenever a FIRE monster you control is special summoned from the graveyard, inflict 500 damage to your opponent.
SDTR-EN018 Flare Missile
Spell
Release 1 FIRE monster you control. Inflict 700 damage to your opponent.
SDTR-EN019 Re-kindling
Equip Spell
Discard 1 card. Special summon 1 FIRE monster from your graveyard and equip it with this card. When this card is removed from the field, remove the summoned monster from play, when the summoned monster is removed from the field, destroy this card.
SDTR-EN020 Brain Control
SDTR-EN021 Book of Moon
SDTR-EN022 Swords of Revealing Light
SDTR-EN023 Monster Reborn
SDTR-EN024 Premature Burial
SDTR-EN025 Card of Safe Return
SDTR-EN026 Chain Strike
SDTR-EN027 Mystical Space Typhoon
SDTR-EN028 Wave Motion Cannon
SDTR-EN029 Chain Summoning
SDTR-EN030 Nightmare Steel Cage
SDTR-EN031 Spell Reproduction
SDTR-EN032 Secret Barrel
SDTR-EN033 Firewall
SDTR-EN034 Coffin Seller
SDTR-EN035 Fire Service
Continious Trap
Whenever you take damage as a result of the effect of a card, you can release 1 FIRE monster you control to negate the effect, destroy the card and inflict damage to your opponent equal to the amount of damage you would have recieved.
SDTR-EM036 Ojama Trio
SDTR-EN037 Vanity's Call

Sorry if this deck sucks, I've never used burn before...

EDIT: Stupid good for nothing spoiler tags...

UltimateNagash
12th June 2008, 6:41 PM
No, it looks good, but what's Needle Worm doing there? :D
And no Secret Barrel (I love that card :D)

Raiburuto
12th June 2008, 6:59 PM
Mine is better, UN :p

Structure Deck - Take a Bow! Thunderous Applause! Judgment of Thunder!

SDTA-EN001 Super-Electromagnetic Voltech Dragon x2
SDTA-EN002 Rechargeable Batteryman (NEW)
SDTA-EN003 Batteryman Industrial Strength
SDTA-EN004 Batteryman Micro-Cell x2
SDTA-EN005 Batteryman Charger x2
SDTA-EN006 Batteryman Vicegrip (NEW)
SDTA-EN007 Batteryman Turbo (NEW)
SDTA-EN008 Batteryman AAA (NEW)
SDTA-EN009 Batteryman AA x3
SDTA-EN010 Batteryman D x2
SDTA-EN011 Transforming Transformer (NEW)
SDTA-EN012 Mystical Space Typhoon
SDTA-EN013 Energy Replication (NEW)
SDTA-EN014 Lightning Vortex
SDTA-EN015 Inferno Reckless Summon
SDTA-EN016 Battery Charger x2
SDTA-EN017 Battery Recycle
SDTA-EN018 Quick Charger
SDTA-EN019 Giant Trunade
SDTA-EN020 Short Circuit x2
SDTA-EN021 Static Draw (NEW)
SDTA-EN022 Return from the Different Dimension
SDTA-EN023 Judgment of Thunder x2
SDTA-EN024 Portable Battery Pack
SDTA-EN025 Solemn Judgment
SDTA-EN026 Over-Charge! (NEW)
SDTA-EN027 Divine Wrath x2
SDTA-EN028 Dark Bribe x2

Rechargeable Batteryman
LIGHT
6 star ******
[Thunder/Effect]
Description: As long as this card is face-up on the field, all other Thunder-Type monsters you control gain 800 ATK for every Thunder-Type monster you control. When this card is sent to the Graveyard, you can Special Summon this card with an additional 500 original ATK points.
ATK/1000
DEF/1000

Batteryman Vicegrip
LIGHT
4 star ****
[Thunder/Effect]
Description: Whenever a “Batteryman” monster(s) is Special Summoned, draw 1 card for each monster Special Summoned. This card cannot be attacked if you control at least 1 other Thunder-Type monster.
ATK/1800
DEF/100

Batteryman Turbo
LIGHT
6 star ******
[Thunder/Gemini]
Description: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: • Once per turn, you can Special Summon 1 Thunder-Type monster from your hand or either player's Graveyard. When this card is removed from the field, destroy all Thunder-Type monsters Special Summoned by this effect.
ATK/2500
DEF/1100

Batteryman AAA
LIGHT
4 star ****
[Thunder/Effect]
Description: By discarding this card, add 1 “Transforming Transformer” from your Deck to your hand. Once whilst this card is removed from play, you can draw 1 card.
ATK/1300
DEF/600

Transforming Transformer
Field Spell
Description: All Thunder-Type monsters you control gain 800 ATK. By removing 1 “Batteryman” monster in your Graveyard from play, you can draw 1 card.

Energy Replication
Quick-Play Spell
Description: Double the ATK of all Thunder-Type monsters you control. Destroy all monsters affected by this card during the End Phase.

Static Draw
Normal Spell
Description: Select and send 3 Thunder-Type monsters in your Deck to the Graveyard. Draw 2 cards.

Over-Charge!
Counter Trap
Description: Send 1 “Batteryman” monster in your Deck to the Graveyard. Negate the activation of a Monster, Spell or Trap Card and destroy it.

Kakashi-Sharingan Warrior
12th June 2008, 7:16 PM
No, it looks good, but what's Needle Worm doing there? :D
And no Secret Barrel (I love that card :D)

hmm...
-1 Needle Worm
+ Barrel

Needle worm was originally a card UDE would randomly put in xD

Raiburuto
13th June 2008, 12:11 AM
^ Froggy Fusion is crud, it's just a worser version of Poly'.

UltimateNagash
13th June 2008, 12:32 AM
And Kame King Frog is too powerful...

.Bright Side.
13th June 2008, 12:43 AM
Gladiator Beast Rapinox
Sea Serpent/Effect|Water
****
|1400|1400|
When this card is Special Summoned by the effect of a "Gladiator Beast" monster, pay 800 LP to discard one card from your opponent's hand. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1"Gladiator Beast" monster from your Deck, except "Gladiator Beast Rapinox".

Gladiator Beast Heffalaide
Beast/Effect|Water
****
|1100|1900|
When this card is Special Summoned by the effect of a "Gladiator Beast" monster, Gladiator Beast monsters you control can not be destroyed until the end of your next turn. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Heffalaide".

Gladiator Beast Pallylasus
Rock/Effect|Earth
******
|600|2400|
"Gladiator Beast Hoplomus" + 1 "Gladiator Beast" Monsters This card can only be Special Summoned from your Fusion Deck, by returning the above cards you control to the Deck. (You do not use "Polymerization"). If this card is summoned while your opponent controls any spell or Trap Cards, increase this monsters defence by 500. Whenever a card effect is activated during either players battle phase you may decrease this card's defence by 500 to negate it. At the end of the Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 2 "Gladiator Beast" monsters from your Deck, except "Gladiator Beast Hoplomus".

Void of Silence
Counter Trap
Send 1 card from your hand to the Graveyard to negate the activation and effect of your opponent's Spell or Trap Card and destroy it.

Scoop
Normal Trap Card
Activate this card only when your opponent declares an attack. Return all face-up attack position monsters on your opponent's side of the field to their owner's hand. Your opponent can normal summon twice during their next turn.

Creed of Heraklinos
Normal Spell
Pay half your LP. Return all face-up Gladiator Beast monsters on the field to their owner's decks. Both players then special summon Gladiator Beast monsters equal to the number of monsters returned to the deck, and the monsters are considered special summoned by a Gladiator Beast's effect. Fusion monsters can not be summoned during the turn this card is activated.

Combat Training Period
Normal Trap
This card can only be activated during your opponent's stand-by phase and when your LP is lower than your opponent's. Your opponent can not summon during the turn this card is activated. During the next turn after this card was activated, your opponent can normal summon twice.

Cyber Beast
Machine/Effect|Light
*******
|2500|1900|
When your opponent Special Summons a monster from their deck, you may special summon this card from your deck.

-Fusion Deck-3-
Gladiator Beast Pallylasus
Gladiator Beast Heraklinos
Gladiator Beast Gyzarus

-Deck-40-

-Monsters-20-
Gladiator Beast Rapinox
Gladiator Beast Heffalaide
Gladiator Beast Bestiari x2
Gladiator Beast Laquari x2
Gladiator Beast Hoplomus x2
Gladiator Beast Secutor
Gladiator Beast Torax
Gladiator Beast Murmillo
Gladiator beast Spartacus
Cyber Beast
Test Tiger x2
Sangan
Test Ape
Gladiator beast Dimicari

-Spells-12-
Gladiator Proving ground x2
Cold Wave x2
Heavy storm
MST
Creature Swap
Gladiator Beast's Battle Manica
Creed of Heraklinos
Premature Burial
Mind Control x2

-Traps-8-
Solemn Judgment
Scoop
Combat Training Period
Anti-Spell Fragrance
Waboku
Defense Tactics
Bottomless Trap Hole
Void of Silence

cybermew
13th June 2008, 6:17 PM
Structure Deck Froggy Colony
Kame King Frog LV.8 Water Aqua Effect 2700 atk/2400 def
This card cannot be normal summoned or set.This card cannot be special summoned except by sending 1 D.3.S Frog from your side of the field to the fusion deck,or by tributing 3 Frog monsters.When this card is special summoned successfully you can discard up to 3 Frog monsters from your hand to the graveyard to decrease the level of this card by an amount equal to their combined level,the level must not be higher than 3.As long as this card remains on the field negate the effect of all of your opponents cards that effect Frog monsters.Once per turn instead of conducting your normal draw you may add 1 level 4 or lower Frog monster from your deck to your hand.also instead of conducting a normal summon you may special summon 1 Frog monster from your graveyard

Fire Frog LV.3 Fire Aqua Effect 1000 atk/300 def.Each time a Frog monster is summoned onflict 500 points of damage to his/her life points.

Living Frog Spell send 1 water monster from your hand to the graveyard,to special summon 1 Frog monster from your graveyard.

Froggy Reborn Spell.When a Frog monster is sent from your side of the field or deck to the graveyard,special summon 1 other frog monster from your graveyard.

Froggy Fusion.Sent 3 Des Frogs from your side of the field or hand to the graveyard to special summon 1 D.3.S Frog from your fusion deck.

3 Tadpole
3 Des Frog
1 Treeborn Frog
1 Beelze Frog
2 Unifrog
3 Substitoad
1 Fire Frog
1 D.3.s Frog
1 Kame King Frog
1 Poison Draw Frog
1 Des Croaking
1 Living Frog
1 Froggy Fusion
3 Wetlands
2 Terraforming
2 Foolish Burial
3 Froggy Forcefield
1 Heavy storm
1 MST
1 Lightning Vortex
2 Salvage
2 Armor Shell
2 Sakursetsu Armor

I run frogs, and this deck would never happen, simply because its not an original deck theme, as the rest were (as far a I know)

Froggy Fusion? Just use super poly.

Yami Ron
13th June 2008, 8:56 PM
Spellcaster Women Strike Back

Dark Sorceress
********
DARK
ATK 2600/DEF 2300
[Spellcaster/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Dark Magician Girl" on your side of the field. This card's name is treated as "Dark Magician Girl". Increase the ATK of this card by 400 for each "Dark Magician", "Magician of Black Chaos", "Dark Magician of Chaos", "Skilled Dark Magician", "Dark Eradicator Warlock", "Dark Sage", and "Dark Paladin" on the field and in either player's Graveyard.

Light and Darkness' Servant
****
DARK
ATK 1400/DEF 1200
[Fiend/Effect]

Whenever "Light and Darkness Dragon" negates a card's activation or effect, increase the ATK and DEF of that "Light and Darkness Dragon" by 250 points.

Masked Sorceress
**
DARK
ATK 0/DEF 500
[Spellcaster/Effect]

Destroy an Equip Card equipped to this card. When this card inflicts Battle Damage to your opponent's Life Points, draw 2 cards.

The Sage of Spells
Normal Spell

Activate while you control 5 face-up "Magician" cards. Add 2 Spell Cards from your Deck or Graveyard to your hand.

The Sage of Traps
Normal Spell

Activate while you control 5 face-up "Magician" cards. Add 2 Trap Cards from your Deck or Graveyard to your hand. You may activate the Trap Cards this turn if they are Set.

Heart of Themes
Continuous Spell

Declare 1 monster Type. Once per turn, you may Normal Summon a monster of the declared Type 1 additional time.

Combustible Draw
Continuous Spell

When an effect activates that destroys a card(s) on the field or in the hand, you and your opponent send cards from your respective hands to the Graveyard and draw the same number of cards from your respective Decks equal to the number of cards that were destroyed.

Mana's Spirit
Continuous Spell

You can only activate this card's effect while you control a "Dark Magician Girl". Once per turn, during your Main Phase, you can Special Summon 1 monster from your Deck that has "Magician" in its name, ignoring the Summoning conditions. The Position the monster is Special Summoned in depends on its Level.
- Attack Position: Level is 3 or less
- Defense Position: Level is 4 or greater
Remove the Special Summoned monster from play during the End Phase.

Magician's Virus
Normal Trap

Remove from play 1 face-up DARK Spellcaster-type monster you control. Add 1 "Virus" card from your Deck to your hand. Return the removed monster to the field in the same battle position during your second Standby Phase after activation.

Final Fatality Virus
Normal Trap

Tribute 1 DARK monster with 3000 or more ATK. Destroy all cards your opponent controls and all cards they draw until the end of your opponent's 2nd turn after this card's activation.

Beginning Baseline Virus
Normal Trap

Tribute 1 DARK monster with 1500 or less DEF. Check your opponent's hand, all monsters your opponent controls, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters whose DEF is greater than or equal to their ATK.

Aftermath Attribute Virus
Normal Trap

Declare 1 monster Attribute and Tribute 1 monster with the declared Attribute. Check your opponent's hand, all monsters your opponent controls, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters whose Attribute is the one you declared.

*********************************

Monsters 18 Cards

3 Dark Magician Girl (LE5 Alternate Art)
3 Gravekeeper's Spy
3 Magician's Valkyria
2 Cosmo Queen
2 Dark Sorceress
2 Injection Fairy Lily
2 Light and Darkness' Servant
Masked Sorceress

Spells 12 Cards

2 Mana's Spirit
2 Magical Dimension
Heavy Storm
Giant Trunade
Monster Reborn
Premature Burial
Heart of Themes
Combustible Draw
The Sage of Spells
The Sage of Traps

Traps 10 Cards

Dust Tornado
Bottomless Trap Hole
Magician's Circle
Magician's Virus
Aftermath Attribute Virus
Beginning Baseline Virus
Deck Devastation Virus
Eradicator Epidemic Virus
Final Fatality Virus

Raiburuto
13th June 2008, 10:08 PM
Coool, I like the deck Pharaoh, I think the Dark Sorceress would look like the women on Double Spell :)

Typhlosion Dude
15th June 2008, 2:31 PM
Attack of the Skulls
40 Cards
* = New Card

MONSTERS X18
Lord of the Skull Servants x1*
Skull Servent x3
King of the Skull Servants x3
The Lady in Wight x3
Skull Searcher x2*
Skull Plebeian x2*
Pyramid Turtle x2
Spirit Caller x2

SPELLS x16
Mystical Space Typhoon x1
Heavy Storm x1
Lightning Vortex x1
Giant Trunade x1
Premature Burial x1
Call of the Mummy x2
Pot of Avarice x1
Tribute to the Doomed x1
Soul Release x2
Skullian Land of Servants x2*
Skull Cocoon x2*
Emerging Skulls x1*

TRAPS x6
Sakeretsu Armor x2
Dust Tornado x1
The Trap of 1,000 Skulls x1*
Skull Sneak Attack x1*
Waboku x1

Name: Lord of the Skull Servants
Attribute/Type: Dark/Zombie
Level: 4
Effect: This card is treated as a Normal Monster while in your graveyard. This card can only be Normal Summoned or Special Summoned when you have exactly 2 Zombie-Type monsters in your graveyard. Twice per turn, by removing from play 1 Zombie-Type monster from your hand, field, or graveyard, destroy 1 card on the field.
ATK/DEF: 1800/600

Name: Skull Searcher
Attribute/Type: Dark/Zombie
Level: 2
Effect: This card is treated as a Normal Monster while in your graveyard. When this card is Special Summoned or Normal Summoned, search your deck for 1 Level 3 or lower monster with "Skull" in its cardname and add it to your hand.
ATK/DEF: 600/400

Name: Skull Plebeian
Attribute/Type: Dark/Zombie
Level: 1
Effect: This card is treated as a Normal Monster while in your graveyard. When this monster is summoned, switch it to DEF mode. When ever your opponent's monster is destroyed, this card gains 200 ATK points. When this card has more than 2000 ATK points, it is switched to ATK mode.
ATK/DEF: 200/2000

Name: Skullian Land of Servants
Attribute/Type: Field Spell
Effect: As long as this card remains face-up on the field, "The Lady in Wight"'s cardname is changed to "The Skull Lady". All Level 3 or lower Zombie-Type monsters who have "Skull" in their cardname and any monster with "Lord of the Skull Servants" in their cardname gain 200 ATK and DEF points. All monsters who are affected by this card's effect are also treated as Level 3 Normal Monsters while in the graveyard, as long as this card is face-up on your side of the field.

Name: Skull Cocoon
Attribute/Type: Quick-Play Spell
Effect: Select 1 Level 3 or lower Zombie-Type, Normal Monster who has "Skull" in its cardname in your graveyard. Special Summon the selected monster to your side of the field. The selected monster cannot be attacked this turn and during your next Stand-By Phase, send it to the graveyard to Special Summon 1 Level 3 or lower Zombie-Type monster who has "Skull" in its cardname to your side of the field from your deck, hand, or graveyard, other than the selected monster.

Name: Emerging Skulls
Attribute/Type: Normal Spell
Effect: Select 2 Level 3 or lower monsters on your side of the field. Send them to the graveyard to Special Summon up to 3 Level 3 or lower Normal Monsters with the same name from your deck, hand, or graveyard to your side of the field. During the End Phase of the turn, you lose lifepoints equal to the total ATK of the summoned monsters x2.

Name: The Trap of 1,000 Skulls
Attribute/Type: Counter Trap
Effect: Remove from play all Level 3 or lower Zombie-Type monsters with "Skull" or "Wight" in their cardname from your deck, hand, and graveyard. Then Special Summon 1 "Lord of the Skull Servants" from your deck, hand, graveyard, or even if its removed from play, regardless of its card effect. It's attack points are then doubled.

Name: Skull Sneak Attakck
Attribute/Type: Counter Trap
Effect: Activate only when your opponent declares an attack on a Level 3 or lower Zombie-Type monster on your side of the field. Tribute 2 Level 3 or lower Zombie-Type monsters (besides the attacked one), to negate the attack and destroy 2 cards on your opponent's side of the field.

UltimateNagash
15th June 2008, 7:37 PM
Right, well, here's four more. The Psychic one breaks the rules, but it fits with the Japanese Starter Deck theme of 2008 (15 new cards, 3 Synchros :p)
Oh, and like the Skull Servant Deck Typhlosion Dude - but you know they only have one of each new card in a Deck (which sucks ;))

Machiners Force - Epsilon 3400/4600 Machine Earth {10}, this card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or Deck when you control a "Commander Covington" and send 1 each of "Machiners Defender", "Machiners Repairer" and "Machiners Booster" on your field to the Graveyard. Remove 2 Machine-Type monsters in your Graveyard from play to select and destroy 1 card on the field.

Demonic Motor Alpha 2000/1200 Machine Dark {6}, during your End Phase, Special Summon 1 "Motor Token" (200/200 Machine Earth {1}) in Defence Position.

Machiners Repairer 700/1600 Machine Earth {4}, discard 1 card to Special Summon 1 "Commander Covington" or "Machiners" monster from Graveyard in Attack Position.

Machiners Booster 1500/1200 Machine Earth {3}, increase the ATK and DEF of all other "Machiners" monster you control by 300.

Heavy Mech Battle Platform 1500/1500 Machine/Gemini Dark {4}, this card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
* This monster is treated as a Union Monster. Once per turn, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains 1500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Spell Card, Triple Capsule, select 1 face-up "Victory Viper XX03" on your side of the field to activate this card. Select 3 effects of "Victory Viper XX03", and apply the effects as this card's effect. You may choose the same effect multiple times.

Spell Card, Combination Machine, Tribute 2 or more Machine-Type monsters you control. Special Summon 1 "Combination Token" (?/? Machine Earth {8}). The Tokens ATK and DEF and equal to the ATK and DEF of the Tributed monsters. As long as you have at least 1 "Combination Token" on your side of the field, all Machine-Type monsters you control gain the following effect:
* If this card would be destroyed you can destroy another Machine-Type monster you control instead

Continuous Trap Card, March of the Machines, whenever you Special Summon a Machine-Type monster, you may Special Summon 1 monster with the same name as the Summoned monster from your hand.

Machiners Force - Epsilon
Demonic Motor Alpha
Machiners Repairer
Machiners Booster
Heavy Mech Battle Platform
Jinzo
Jinzo - Returner x2
Machiners Force
Cyber Dragon
Proto-Cyber Dragon x2
Armored Cybern
Demonic Motor Omega
Victory Viper XX03 x2
Machiners Defender
Machiners Soldier
Machiners Sniper
Commander Covington
20 Monsters

Triple Capsule
Combination Machine
Limiter Removal
Evolution Burst
Heavy Storm
Mystical Space Typhoon
Lightning Vortex
Inferno Reckless Summon x2
Ribbon of Rebirth
Monster Reborn
Premature Burial
12 Spells

March of the Machines
Divine Wrath
Destruction Jammer x2
Sakuretsu Armor
Ultimate Offering
Cyber Summon Blaster x2
8 Traps
40 Cards total

Divine Forest Dweller 0/0 Plant Light {7}, if this card is discarded due a card effect, add 1 Plant-Type monster from your Graveyard to your hand. If this card attacks or is attacked by an opponent's monster, you can return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).

Blossom Gun 600/1900 Plant Fire {3}, when this monster is Summoned, it is switched to Defence Position. Tribute 1 Plant-Type monster you control to deal 800 damage to your opponent's Life Points.

King Poison 1000/1500 Plant Water {4}, when this card is destroyed by your opponent's card effect and sent to the Graveyard, Special Summon 1 Plant-Type monster from your Graveyard to your side of the field except "King Poison".

Gorgon Vine 1400/900 Plant/Tuner Water {4}, discard Plant-Type monster(s) whose combined level is equal to or higher than 4 to Special Summon 1 "Vine Token" (700/450 Plant Water {2}).

Equip Spell Card, Rose Vines, equip only to a Plant-Type monster. The equipped monster gains 400 ATK, and is treated as a Tuner monster.

Field Spell Card, Garden of Paradise, once per turn, a player must discard 1 card to increase the ATK and DEF of all Plant-Type monsters on the field by 800 until their opponent's End Phase. If they cannot discard, they take 800 damage.

Counter Trap Card, Petal Shield, activate when a Plant-Type monster(s) you control would be destroyed by your opponents Monster card effect. Destroy 1 card your opponent controls instead.

Continuous Trap Card, Genetic Seeding, your opponent may not Summon Plant-Type monsters from their hand. Whenever a non-Plant-Type monster is Summoned, that player takes 300 damage.

Divine Forest Dweller
Blossom Gun
King Poison
Gorgon Vine
Rigorous Reaver
Dandylion
Botanity Girl x2
Gigaplant
Regenerating Rose
Weed x2
Puppet Plant
Gigant Cephalotus x2
Lekunga
Lord Poison x2
Camellia Princess Titanial
Lonefire Blossom x2
21 Monsters

Infernal Bramble x2
2 Synchro Monsters

Rose Vines
Garden of Paradise
Mystical Space Typhoon
Heavy Storm
Giant Trunade
Premature Burial
Monster Reborn
Big Bang Shot
Reborn Ribbon x2
Grass Fertilizer
Back to Square One
12 Spells

Petal Shield
Genetic Seeding
Sinister Seeds x2
Sakuretsu Armour
Light of Intervention x2
7 Traps
42 Cards total

Total Defence Wyvern 2000/0 Dragon Dark {7}, this card cannot be Special Summoned. Dragon-Type monsters you control cannot be destroyed by card effects.

Morphic Dragon 1200/1700 Dragon/Tuner Water {4}, if this monster is used for a Fusion Summon, you may remove it from play to treat this cards name as one of the Fusion Material Monsters name, until the End Phase.

Illusionary Dragon 500/200 Dragon Fire {2}, FLIP: destroy up to 2 cards on the field. When this card is removed from the field, set the destroyed card(s) on the owners field(s).

D.D. Dragon ?/? Dragon Light {6}, this cards ATK and DEF is equal to the number of Dragon-Type monsters removed from play x 300. If this card is removed from the field return up to 5 Dragon-Type monsters removed from play to your Deck.

Level Dragon 1200/300 Dragon Wind {4}, pay 800 Life Points and Tribute this card to Special Summon 1 LV monster from your Deck or Graveyard.

Quick-Play Spell Card, Dragon's Egg, Tribute 1 Dragon-Type monster to Special Summon 1 Dragon-Type monster from your Deck with a level higher than the Tributed monster.

Spell Card, D. Blaze, inflict 500 damage to your opponent's Life Points for every face-up Dragon-Type monster you control.

Trap Card, Dragon Booster, select 1 face-up monster and discard any number of Dragon-Type monsters. As long as the selected monster remains face-up on the field, increase the selected monsters ATK by 500 for every monster discarded for this cards effect.

Total Defence Wyvern
Morphic Dragon
Illusionary Dragon
D.D. Dragon
Level Dragon
Handcuff Dragon
Lancer Dragonute
Axe Dragonute
Montage Dragon
Masked Dragon x2
Mirage Dragon
Horus the Black Flame Dragon LV4 x2
Horus the Black Flame Dragon LV6
Twin-Headed Behemoth
Lord of D.
Divine Dragon Ragnarok
Spirit Ryu
Spear Dragon
20 Monsters

Five-Headed Dragon
King Dragun
2 Fusion Monsters

Dragon's Egg
D. Blaze
Mystical Space Typhoon
Heavy Storm
Pot of Avaice
Giant Trunade
Dragon's Mirror x2
Future Fusion
Stamping Destruction x2
Premature Burial
Reborn Ribbon
Lightning Vortex
14 Spells

Dragon Booster
Ceasefire
Destruction Jammer
Sakuretsu Armor x2
Dragon's Rage
6 Traps
42 Cards total

* Shows Duelists the true power of the mind!
* Contains 15 new cards, all designed to boost the power of Psychic monsters.
* Designed to provide players with a Psychic based deck, allowing the new use of tactics to show.
* Includes all Psychic cards currently available - allows players to make whatever style of Psychic Deck they want to.

Nightmare Psychic 2700/1200 Psychic Dark {7}, this card cannot be Special Summoned from the Deck. If your opponent controls more monsters than you, you may Tribute Summon this card with only 1 Tribute. Whenever you pay Life Points to activate the effect of a Psychic-Type monster, gain 300 Life Points for every Psychic-Type monster you control.

Tribute Psycho 1200/1700 Psychic Dark {3}, whenever a Psychic-Type monster is Tributed, draw 1 card.

Psychic Booster 1700/500 Psychic Light {4}, during your Standby Phase, increase your Life Points by 100 for every Psychic-Type monster in your Graveyard.

Annihilator 1600/400 Psychic Earth {4}, you can pay 1000 Life Points to discard 1 card in your opponent's hand. During the End Phase, if you control no Psychic-Type monsters other than this card, destroy this card.

Devastator 1600/400 Psychic Earth {4}, you can pay 1000 Life Points to destroy 1 Monster Card your opponent controls. During the End Phase, if you control no Psychic-Type monsters other than this card, destroy this card.

Telepathic Channeler 700/1800 Psychic/Tuner Earth {3}, whenever your opponent draws a card(s), they must show them to you.

Abstract Reviver 1200/700 Psychic Light {4}, once per turn, you may send the top 3 cards of your Deck to the Graveyard to add 1 Psychic-Type monster in your Graveyard to your hand.

Psycho Tuner 1500/1200 Psychic Earth {4}, discard 1 Psychic-Type monster in your hand to select 1 monster you control. While the monster remains face-up on the field, it is treated as a Tuner Monster.

Mortal Mind Artificer 2400/2800 Psychic/Synchro Earth {7} [1 Psychic-Type Tuner Monster] + [1 or more non-Tuner monsters], by paying 1000 Life Points, negate the activation and effect of a Monster card and destroy it.

Spell Card, Mental Charge-Up, increase your Life Points by 300 for every card in your hand and every "Mental Charge-Up" and "Psychic Healing" in your Graveyard.

Spell Card, Psychic Domination, discard 1 Psychic-Type monster. Take control of 1 monster your opponent controls until the End Phase.

Equip Spell Card, Cerebral Helmet, equip only to a Psychic-Type monster. The equipped monster gains 600 ATK. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, increase your Life Points by the difference.

Spell Card, Boosted Intellect, discard 1 Psychic-Type monster to draw 1 card. Increase your Life Points by 200 x the level of the discard monster.

Trap Card, Mental Relapse, pay 1000 Life Points. Until the End Phase, all Psychic-Type monsters you control gain the following effect:
* If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

Continuous Trap Card, Psychic Domain, increase the ATK and DEF of all face-up Psychic-Type monsters you control by 300. If this face-up card is destroyed, gain 1000 Life Points.

Nightmare Psychic
Tribute Psycho
Psychic Booster
Annihilator
Devastator
Telepathic Channeler
Abstract Reviver
Psycho Tuner
Clevonce
Teleki Attacker x2
Mental Master
Destructor
Storm Summoner
Psycho Walld x2
Power Injector
Mental Protector
Psycho Commander
Cabalist
20 Monsters

Mortal Mind Artificer
Mental Sphere Archfiend
Magical Android
3 Synchro Monsters

Mental Charge-Up
Psychic Domination
Cerebral Helmet
Boosted Intellect
Brain Control
Emergency Teleport
Aport x2
Premature Burial
Psychic Impulse
Psychic Break
Mystical Space Typhoon
12 Spells

Mental Relapse
Psychic Domain
Browning Power x2
Psycho Healing
Thought-Guided Force x2
Psycho Charge
8 Traps
43 Cards total

Shine
15th June 2008, 8:31 PM
Okay, this Structure Deck "technically" has only 8 new cards :p
I marked the new cards I made myself with *.

Structure Deck - The Swarming Lights


Monsters---21
TSL-EN001 Blue-Eyes Shining Phoenix Enforcer (Secret Rare)*
TSL-EN002 Blue-Eyes White Dragon
TSL-EN002 Blue-Eyes White Dragon
TSL-EN004 Angel 02
TSL-EN004 Angel 02
TSL-EN004 Angel 02
TSL-EN005 Little Angel Tellus (Ultra Rare)
TSL-EN006 Holy Valkyrian Girl*
TSL-EN006 Holy Valkyrian Girl
TSL-EN007 White Magician Pikeru
TSL-EN008 Dreamsprite
TSL-EN009 Hourglass of Life
TSL-EN010 Hourglass of Courage
TSL-EN011 Winged Kuriboh (Alternate Art, Super Rare)
TSL-EN012 Voltech Kong (Super Rare)
TSL-EN013 Thunder Nyan Nyan
TSL-EN014 Radiant Spirit
TSL-EN015 Light Summoner*
TSL-EN016 Shining Angel
TSL-EN017 Kaiser Sea Horse
TSL-EN018 Mystic Light*

Spells---11
TSL-EN019 Lightning Vortex
TSL-EN020 Shining Blastdown*
TSL-EN021 Luminous Spark
TSL-EN022 Field Barrier
TSL-EN023 Heaven's Gate*
TSL-EN023 Heaven's Gate
TSL-EN024 Cost Down
TSL-EN025 Monster Reborn
TSL-EN026 Returning of Light*
TSL-EN027 Swords of Revealing Light
TSL-EN028 United We Stand

Traps---8
TSL-EN029 Heaven's Wall*
TSL-EN030 Negate Attack
TSL-EN031 Pulling The Rug
TSL-EN032 Solemn Judgement
TSL-EN033 Dust Tornado
TSL-EN034 Solar Ray
TSL-EN035 Mirror Force
TSL-EN036 Dark Bribe



Blue-Eyes Shining Phoenix Enforcer
**********/Light/Winged Beast/Effect
ATK 4000/DEF 3000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering five face-up LIGHT monsters on your side of the field as Tributes, with at least one of them is "Blue-Eyes White Dragon". Increase this card's ATK & DEF by 500 for each face-up LIGHT monster on the field. This card inflicts Piercing Damage and cannot be destroyed or removed from play by card's effect. This card cannot be offered as Tribute. As long as this card remains face-up on the field, your opponent cannot Tribute Summon any Effect Monster and cannot activate any Set Spell or Trap.



Angel 02
**/Light/Fairy/Effect
ATK 400/DEF 500

When this card was successfully Special Summoned, you can Special Summon up to two "Angel 02" from your hand or Deck to your side of the field.



Little Angel Tellus
***/Light/Fairy/Effect
ATK 500/DEF 500

When this card was destroyed in battle, Special Summon one "Tellus Wing Token"
(Level 1/LIGHT/Fairy/ATK 0/DEF 0) to your side of the field.



Holy Valkyrian Girl
***/Light/Fairy/Effect
ATK 1500/DEF 500

Increase this card's ATK & DEF by 500 for each face-up LIGHT monsters on the field. When this card was destroyed in battle, Special Summon one Level 3 or lower LIGHT monster from your hand or Deck to your side of the field. If a monster Special Summoned by this card's effect is "Holy Valkyrian Girl", Special Summon one Level 3 or lower LIGHT monster from your Graveyard to your side of the field.



Light Summoner
****/Light/Spellcaster/Effect
ATK 1900/DEF 1500

When this card was successfully Normal Summoned, Special Summon one Level 4 or lower LIGHT monster from your hand to your side of the field. A monster Special Summoned by this card's effect cannot attack. Negate the effect of a Spell or Trap that specifically designates this card as the target and destroy that Spell/Trap. Each time this card's effect negates a Spell/Trap's effect, decrease this card's DEF by 500.



Mystic Light
******/Light/Winged Beast/Effect
ATK 2500/DEF 1500

When this card was successfully Tribute Summoned, add any amount of LIGHT monster from your Deck or Graveyard to your hand, then shuffle your Deck. When this card was destroyed in battle, pay 1500 Life-Points to Special Summon one Level 7 or higher LIGHT monster from your hand to your side of the field.



Shining Blastdown
Spell

Discard two cards in your hand. Destroy all Spell & Trap Cards on your opponent's side of the field.



Heaven's Gate
Continuous Spell

Increase the ATK of all face-up LIGHT monsters on your side of the field by 500. Once per turn, during your Standby Phase, you can Special Summon two Level 4 or lower LIGHT monster from your hand to your side of the field. If you do, you cannot Normal Summon this turn.



Returning of Light
Quick-Play Spell

This card can only be activated when you successfully Special Summon a LIGHT monster. Select two cards in your Graveyard and add them to your hand.



Heaven's Wall
Continuous Trap

This card's effect is applied only when "Heaven's Gate" is face-up on the field. All Battle Damage to your Life-Points is treated as 0. Once per turn, you can activate one of the following effects:
- Increase your Life-Points by 600 for each face-up LIGHT monster on the field.
- Inflict Direct Damage to your opponent's Life-Points equal to 400 x the number of face-up LIGHT monsters on the field.

I wanted to post my RFP-based Structure Deck, but it has more than 8 new cards.....so I posted the LIGHT Structure Deck instead :p

Dragonisfire
16th June 2008, 5:29 PM
These decks all look great. Some of you should be working in the industry...
I have been thinking of how they are going to grow the Heros and Crystal Beasts, as well as the other deck types now GX is over. My favourite deck is the Crystals, so can anyone think of Tuners for them and new cards to appear in a new deck

Yami Ron
16th June 2008, 5:50 PM
I think Heroes and Crystal Beasts are complete in my personal opinion.

UltimateNagash
16th June 2008, 6:17 PM
Heroes need nothing more, maybe except Evil Heroes... (they would have to be decent though ;))

Crystals are pretty much done, but maybe if there was a couple more S/T would be nice... Don't NEED any more monsters, but wouldn't complain if they were decent...

cybermew
16th June 2008, 6:48 PM
Nah. Heroes are dead. 15 fusions makes them terrible.

UltimateNagash
16th June 2008, 6:51 PM
Is that all? Or is that the vaguely playable ones?

Ahhhh... Hero loling :D
Oh, and Cybermew - kk are still being AAAAAARGHHHH!!! I got the toms but they're sending the Reasonings seperately O_o
Soz man :(

Dragonisfire
17th June 2008, 10:54 AM
Hmm... That Chain Commander that you posted seems a little broken. Could I make the suggestion that it gets summoned in att position and then you can't change it? Then it would have a negative, but still playable effect.

UltimateNagash
17th June 2008, 2:06 PM
Personally, D-Heroes don't need any more, and also, here's a new Deck:

Blazing Heartland Fiend 2300/1700 Fiend Fire {7}, whenever you inflict effect damage to your opponent's Life Points, increase all FIRE monsters ATK and DEF by 300. If this card is destroyed by your opponent's card effect, send their entire hand to the Graveyard.

Volcanic Dweller 1600/800 Pyro Fire {4}, you can discard this card to the Graveyard to add 1 "Volcanic Wasteland" from your Deck, Graveyard or removed from play Zone to your hand.

Undead Inpachi 700/1200 Pyro Fire {3}, during your Standby Phase, if this card is in your Graveyard and a "Volcanic Wasteland" is face-up on your side of the field, you may add this card to your hand.

Field Spell Card, Volcanic Wasteland, increase the ATK and DEF of all "Volcanic" monsters by 300. Whenever a Pyro-Type monster is Summoned, deal 300 damage to your opponent's Life Points. If this card is destroyed, remove it from play.

Quick-Play Spell Card, Chain Attack, activate only as a Chain Link 3 or higher; discard 1 card from both players hands equal to the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Counter Trap Card, Chain Explosion, activate only as a Chain Link 4 or higher; Destroy all cards on the field. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Trap Card, Variable Burn, activate only when you activate a card effect that inflicts damage to your opponent's Life Points. Flip a coin and call it. If you call it right, double the damage inflicted. If you call it wrong, the card's effect is negated.

Continuous Trap Card, Burning Chains, whenever a Chain Link is activated, deal 300 damage to your opponent's Life Points.

Blazing Heartland Fiend
Volcanic Dweller
Undead Inpachi
Volcanic Queen
Des Koala
Stealth Bird
The Thing in the Crater
Volcanic Counter
Giant Germ x2
Lightning Punisher
Spirit Reaper
Solar Flare Dragon x2
Fire Trooper
Volcanic Shell x2
Volcanic Scattershot x2
Volcanic Rat
20 Monsters

Volcanic Wasteland
Chain Attack
Mystical Space Typhoon
Pot of Avarice
Meteor of Destruction
Chain Strike
Wild Fire
Poison of the Old Man
Blaze Accelerator
Dark Room of Nightmares
Wave-Motion Cannon
Premature Burial
12 Spells

Chain Explosion
Variable Burn
Burning Chains
Ojama Trio
Secret Barrel
Chain Detonation x2
Ceasefire
8 Traps
40 Cards total

cybermew
17th June 2008, 5:30 PM
Destiny's Proto Dragoon Ultra Rare Dark Warrior Effect LV.8 2600 atk/2000 def.
This card cannot be normal summoned or set.This card can only be special summoned by tributing 1 Destiny's Proto Dogma,and 1 Destiny Hero Plasma,or by tributing 1 Destiny's Proto Plasma and 1 Destiny Hero Dogma.Once per turn if you tribute summoned this card by tributing a Destiny Hero Plasma select one monster your opponent controls and equip it to this card,as long as this card remains equipped to an opponents monster this card gains half of it's attack points and negates the effects of your opponents monster.If you tribute summoned this card by tributing a Destiny Hero Dogma once per turn halve your opponents life points.

Once per turn? Dogma was only Standby Phase, and once per time its summoned.

Raiburuto
17th June 2008, 10:52 PM
Although it conflicts with the rules, I made up a 20 card "Yugi Muto Half-Deck" ;)

HDYM-EN001 to HDYM-EN020

4 new cards:

Silent Magician LV0
LIGHT
4 star ****
[Spellcaster/Effect]
Description: Whenever your opponent draws a card(s), this card gains 500 ATK and the "#" in this card's name goes up by 1 for each card drawn.
ATK/1000
DEF/1000

Silent Swordsman LV0
EARTH
4 star ****
[Warrior/Effect]
Description: Whenever your turn count goes forward, this card gains 500 ATK and the "#" in this card's name goes up or down by 1 for each turn.
ATK/1000
DEF/1000

Turn Jump
Quick-Play Spell
Description: Your turn count goes forward by 3.

Treasure from Heaven
Normal Spell
Description: Both players draw until they have 6 cards.

Monsters: 9
1 Silent Magician LV0 (NEW)
1 Silent Swordsman LV0 (NEW)
1 Gandora the Dragon of Destruction
1 Red Gadget
1 Yellow Gadget
1 Green Gadget
1 Marshmallon
1 Watapon
1 Sangan

Spells: 7
1 Turn Jump (NEW)
1 Treasure from Heaven (NEW)
1 Swords of Revealing Light
1 Mystical Space Typhoon
1 Gold Sarcophagus
1 Card Destruction
1 Monster Reborn

Traps: 4
1 Soul Rope
1 Mirror Force
1 Magician's Circle
1 Stronghold the Moving Fortress

UltimateNagash
23rd June 2008, 11:47 AM
Well, here's a new one:
Light Magician 2500/2100 Spellcaster Light {7}, discard 1 card to Special Summon 1 Level 6 or under Spellcaster-Type monster from your Deck in Attack Position.

Light Magician Girl 2000/2300 Spellcaster Light {6}, once per turn, you may discard 1 card from your hand to activate one of the following effects depending on what type of card was discarded:
* Monster Card: Destroy 1 monster on the field.
* Spell Card: Destroy 1 Spell or Trap card on the field.
* Trap Card: Randomly discard 1 card from either players hand.

Skilled Light Magician 1900/1700 Spellcaster Light {4}, each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max. 3). By Tributing this card with 3 Spell Counters on it, Special Summon 1 "Light Magician" monster from your hand, Deck, or Graveyard.

Spell Card, Runic Charming, remove from play 1 Spellcaster-Type monster in your Graveyard from play and select one monster on the field that can have Spell Counters on them. Put Spell Counters on the selected monster equal to half the level of the monster removed from play (rounding up).

Trap Card, Ancestor's Totem, discard 1 monster from your hand to select up to 2 monsters in your Graveyard whose combined level is equal to or less than the level of the discarded monster. Special Summon the selected monsters in Attack Position.

Light Magician
Light Magician Girl
Skilled Light Magician
Pixie Knight
Magical Exemplar
Miracle Flipper x2
Old Vindictive Magician
Silent Magician LV4 x2
Magical Marionette
Magical Plant Mandragola
Summon Priest
Apprentice Magician x2
Dark Red Enchanter
Royal Magical Library
Crystal Seer
Legendary Flame Lord
20 Monsters

Runic Charming
Incandescent Ordeal
Mystical Space Typhoon
Magical Dimension
Pot of Avarice
Heavy Storm
Brain Control
Creature Swap
Premature Burial
Light of Redemption
Card of Safe Return
United We Stand
Lightning Vortex
Enemy Controller
14 Spells

Ancestor's Totem
Magician's Circle
Magical Explosion
Destruction Jammer
Remove Brainwashing
Sakuretsu Armour
6 Traps
40 Cards Total

Petal Eagle of Yggdrasill 2400/1700 Plant Light {7}, if this card is discarded due a card effect, add 1 Plant-Type monster from your Graveyard to your hand. Whenever a Plant-Type monster you control destroys a monster as a result of battle, you may add 1 Flower Counter to a face-up "World Tree" you control.

Gorgon Eye Vine 2200/1500 Plant Earth {5}, while this card is on the field, monsters your opponent Summons from their hand are treated as Rock-Type monsters while they remain face-up on the field. Discard 1 Plant-Type monster to select 1 monster on the field. Either increase or decrease the Level of the selected monster by up to 2 Levels.

Blossom Storm 600/900 Plant/Tuner Wind {3}, if this card attacks or is attacked by an opponent's monster, and you control another Plant-Type monster, you can return your opponent's monsters to its owner's hands at the start of the Damage Step (without damage calculation).

Equip Spell Card, Tuning Vines, equip only to a Plant-Type monster. The equipped monster gains 500 ATK, and is treated as a Tuner monster.

Counter Trap Card, Petal Shield, activate when a Plant-Type monster(s) you control would be destroyed by your opponents Monster card effect. Destroy 1 card your opponent controls instead.

Petal Eagle of Yggdrasill
Gorgon Eye Vine
Blossom Storm
Dandylion
Botanity Girl
Gigaplant
Weed
Regenerating Rose
Lonefire Blossom x2
Ivy Wall
Rigorous Reaver
Copy Plant
Fairy King Truesdale
Camellia Princess Titanial
Lord Poison
Cursed Fig
Gigant Cephalotus
Lekunga
Horse Tail
20 Monsters

Black Rose Dragon
Infernal Bramble x2
3 Synchro Monsters

Tuning Vines
Mystical Space Typhoon
Heavy Storm
Fragrance Storm
Grass Fertilizer
World Tree x2
Brain Control
Premature Burial
Monster Reborn
Swords of Revealing Light
Giant Trunade
Pot of Avarice
Easy Tuning
14 Spells

Petal Shield
Sinister Seeds x2
Bamboo Wooden Frame
Plant Connection
Sakuretsu Armour
6 Traps
43 Cards total