Zeno's Top 10 Made-up
cards
I know that made-up card lists are
rampant on the top 10 list, but I would like to make a top 10 list myself.
My cards are in no particular order and hopefully are not what you'd expect from
a top 10 list.
10. Cross Knight Warrior/Light
Lv.4
1900/1500 A knight that fights for his
kingdom, he pierces his foe's defenses with a powerful spear.
*Based on the
knights of the Crusades, this guy is what Warriors needed, a monster that has a
high attack and no real drawbacks. He is also good for Chaos, basically
the warrior version of the Archfiend Soldier only with Light instead of Dark
attributes.
9. Equalizing Spell Continuous
Trap
As long as this card remains in
play, your opponent may not have more monsters and more Spells and Traps on
his/her side of the field than you during his/her turn. You may not have
more monsters and Spells and Traps on your side of the field than your opponent
during your turn. When this card is activated, destroy all cards on the
field.
*If used right, a good duelist can control the field by forcing their
opponent to play with no support. The trick is how to use it. The
fact that it is a trap and clears the board may make this card broken, but the
effect can screw a n00b or anyone that doesn't use it right.
8. Mystic
Scrying
When you play this card, discard a card.
Take a card from your deck that was of the same type as the card you discarded,
either Monster, Magic or Trap, and put it in your hand. Shuffle your deck
afterwards.
*This card can help players find that key piece of their combo
for a mere discard, but you have to get the same type of card as the one you
discarded. Although game-breaking if used right, you're not always
guarenteed you have the right card to discard at the same time as this
one.
7. Dark Magus Elf Spellcaster/Dark
Lv.7
2700/2100 When this card is
Special Summoned onto the field, you may choose one of the following
effects:
-Destroy a monster on your opponent's side of the field. -Your
opponent discards a card.
*Another card worthy of Double Coston( besides
DMoC, Dark Magician for magician decks and anyone who uses Red Eyes), this card
acts kind of like DMoC except that it has two effects when Special Summoned and
neither are as good. Painful Choice could help you Special Summon it
faster, but you can have it used against you and the effects don't work if your
opponent has neither creatures nor cards(say after Chaos Emperor
Dragon).
6.Legendary Huntress Warrior/Earth Lv
4
1000/1000 When this card is sent to
the graveyard from the field, move a Trap card from your deck to your hand and
shuffle your deck.
*I figured since you got two monster searchers, why not
other searchers. This one gets a Trap and can set up your defense for the
next turn. Maybe not as good and Witch or Sangan, but I think that it's
useable for some people.
5. Mystical Fairy Fairy/Light
Lv.4
1000/1000 When this card is sent
from the field to the graveyard, move a Spell card from your deck to your hand
and shuffle your deck afterwards.
*This is a lot more useful than the last
one because you don't have to wait to use the card. This can be really
evil if you haven't used Monster Reborn, Pot of Greed, Change of Heart, etc and
need to get one of those game-swinging cards.
4. Dark Meltdown
Continuous-Spell
As long as this card is
face-up, you may put a Spell Counter on it for each Spell card that is played by
you or your opponent. When this card is destroyed, your opponent must
remove cards from the top of his/her deck equal to the number of counters on
this card.
*Deck destruction just doesn't have as much power as it used to
with NoC being used more. This card can be powerful if it stays on the
field long enough.
3. Malevolent Contract
Quickplay-Spell
You may Special Summon a
monster from your deck at the cost of the 500 Lp*the number of stars that
monster's level has.
* Although the Lp cost can really hurt, you can pay 3000
Lp to get a Jinzo out really fast if you need to or any monster you really need
at the moment. The Lp cost simply makes the card more feasible in
controlling its power.
2. Horn of Armada Summoning
Spell/Normal
Both players Special Summon
up to 5 monsters from the hand or deck.
*Since both players get to use this
card's effect, it isn't too cheesy as your opponent may have some powerful stuff
in his/her deck. You can bait out their powerful stuff and just Mirror
Force when he/she attacks.
1. Legendary Fortress
Spell/Field
Increase the attack and
defense of all Warrior type monsters by 200 points. You may play Warrior
type monsters from your hand as Special Summons at the cost of 500 Lp per summon
this way.
*Great for Warrior Decks, which can use this card to swarm in
monsters. Pull out a Freed the Matchless General or Buster Blader for no
tributes for only 500 Lp.
That's this article. E-mail me at
zeno9d9@aol.com for any responses to this post.