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From: AFernan104@aol.com
<AFernan104@aol.com >
Date: Jul 14, 2005 7:32 PM
Subject: TOP 10 PROTOTYPE Cards By Angel-From-A-Higher-Plane
DMs stands for Duel Monsters. I do not like saying Yu-Gi-Oh!
because it sounds too kiddy for me. Anyway onto the main
topic; TOP 10.
The following list of cards I MADE-UP for DMs, just for fun.
I will give my reasons for the facets/aspects that comprises
each card.
1- Card of Salvation(CoSn)
Quick-Play
The controller of this card can not activate it if he/she
has drawn outside the DRAW PHASE. In addition, CHAINS or
EFFECTS involving drawing before and after this card
resolves are negated. Both players draw until each has 6
cards in hand.
I was REALLY VERY disappointed that CARD OF SANCTITY(CoSy)
was given an INFERIOR effect versus the ANIME version.
However looking back I can see that CoSy in a deck with Pot
of Greed and Graceful would be too powerful especially in a
40-45 cards built deck. Hence this is why I made my CoSn a
bit restricted to1 per deck. In addition, if the CONTROLLER
who has CoSn cannot activate it if he/she has used another
card's effect to draw outside of his/her standard Draw Phase
and if he/she can activate my CoSn and it resolves anything
else that draws cards outside the Draw Phase is NEGATED for
the Turn CoSn was played; hence if for some reason(like a
Curse of Darkness is out for use with Last Turn..etc) you
CAN play Pot of Greed or Graceful but their drawing effects
are negated.
2- Mighty Mite Blow(MMB)
Normal Spell
Select 1 face-up Level 3 or lower Monster Card (including a
Token) on your side of the field when you activate this
card. When this card resolves, destroy the Monster
Card/Token involved in Battle with the selected Monster
Card/Token. Battle Damage is negated.
Since I'm a Burn/Stall player I wondered what a cool useful
Utility Spell could aid me in this deck type. I included
Tokens as Legal targets because of the SCAPEGOAT and COBRA
JAR type cards. There's also the aspect that some of the
best Level 1-3 Monster Cards also work well AGAINST
Burn/Stall decks.
3- Blow Mighty Mite(BMM)
Quick-Play Spell or Normal Trap
Select 1 face-up Level 4 or 5 Monster Card (including a
Token) on your side of the field when you activate this
card. When this card resolves, treat selected Monster
Card/Token as a Level 3 monster. Destroy the Monster
Card/Token involved in Battle with the selected Monster
Card/Token. Battle Damage is negated.
Since I'm also a Fiend/Control player I wondered what a cool
useful Utility Card could aid me in this deck type against
Burn/Stall decks. I included Tokens as Legal targets because
of the SCAPEGOAT and COBRA JAR type cards.
4- Counter Vortex Realm
Field Spell
Put 2 Spell Counters on this card when you play it. If this
card is targeted for negation or destruction remove a Spell
Counter for each attempt; this card stays in play if it has
1 Spell Counter on it. During the controller's Standby Phase
and End Phase this card produces 1 Counter of any type and 1
Spell Counter for this card. The Counter can be converted to
be used by a Spell, Trap and Monster card that can legally
recieve/use Counters of it's type. If Spell Cards are being
negated by a continuous effect, this card can longer produce
any type of Counters.
There several sources of inspiration for this massive-deckbuild/centered-spell
card. For starters I also play Magic The Gathering(MTG) from
time to time. In MTG there are Artifact Creatures which are
like Machine monster cards in DMs. MTG also has cards called
Artifact Spells which functions similar to Equip Spell cards
in DMs. One such Artifact called Energy Chamber that I use
in my first LIBRARY(DECK) allows me to give +1/+1 Counter or
Charge Count Power/Tounghness(atk/def) to any 1 Artifact
Creature/Artifact Spell during my UPKEEP(Standby Phase).
Another source for designing this card is from another Field
Spell Card in Yu-Gi-Oh!(DMs), Necrovalley. Counter Vortex
Realm is a Field Spell Card that really shines for a Deck
focused on Spell/Counters. Some of the most noteworthy uses
for these Counters are Breaker the Magical Warrior, Big
Core, Pitch-Black Power Stone and of course Armor Exe! After
my Top 10 List I'll catalog the effects of most of the above
mentioned REAL DMs Cards just for your convenience; I'm cool
like that, huh!?
These following Monster Cards are JACK-OF-ALL-TRADES type of
monsters; the penultimate in utility monsters; unlike the
Element monsters which has 2 yet all active effect options.
The SPECIALIST group are here to add 5 balanced options to
their respective Attributes against all others especially
their opposite Attribute. I consider the opposing forces are
DARK vs LIGHT, EARTH vs WIND and finally FIRE vs WATER.You
might notice none have an Effect option based on their own
Attribute. I figured this would make them into DOUBLE AGENTs
which essentially contradicts the purpose of giving each
opposing Attributes an equal version of each others. To a
degree any 1 version has something for everybody to
capitilize. Read on!
5- DARK SPECIALIST
DARK-TYPE
FIEND-TYPE or ZOMBIE-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
This monster gets only 1 of the following effect(s) while
there is a monster(s) with the following Attribute(s) on the
opposing side field:
•LIGHT: Increase the ATK and DEF of this monster by 400.
Destroy the LIGHT monster involved in Battle with this
monster. Battle damage resolves normally.
•EARTH: EARTH Monster effects triggered from non-flip effect
Battle Position Changes are negated.
•WIND: Opponent can not remove from play WIND monsters from
his/her graveyard.
•FIRE: Reduce Battle and Effect damage by half which
involves a FIRE monster.
•WATER: WATER Effect Monster Cards can not send opposing
monsters back to their owner's hand.
6- LIGHT SPECIALIST
LIGHT-TYPE
SPELLCASTER-TYPE or FAIRY-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
•DARK: Increase the ATK and DEF of this monster by 400.
Destroy the DARK monster involved in Battle with this
monster. Battle damage resolves normally.
•EARTH: EARTH Monster effects triggered from non-flip effect
Battle Position Changes are negated.
•WIND: Opponent can not remove from play WIND monsters from
his/her graveyard.
•FIRE: Reduce Battle and Effect damage by half which
involves a FIRE monster.
•WATER: WATER Effect Monster Cards can not send opposing
monsters back to their owner's hand.
7- EARTH SPECIALIST
EARTH-TYPE
WARRIOR-TYPE, BEAST or ROCK-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
•DARK: DARK Effect Monster Cards that activate in the
Graveyard are negated.
•LIGHT: Opponent can not remove from play LIGHT monsters
from his/her graveyard.
•WIND: Increase the ATK and DEF of this monster by 400.
Destroy the WIND monster involved in Battle with this
monster. Battle damage resolves normally.
•FIRE: Reduce Battle and Effect damage by half which
involves a FIRE monster.
•WATER: WATER Effect Monster Cards can not send opposing
monsters back to their owner's hand.
8- WIND SPECIALIST
WIND-TYPE
WINGED BEAST-TYPE or DRAGON-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
•DARK: DARK Effect Monster Cards that activate in the
Graveyard are negated.
•LIGHT: Opponent can not remove from play LIGHT monsters
from his/her graveyard.
•EARTH: Increase the ATK and DEF of this monster by 400.
Destroy the EARTH monster involved in Battle with this
monster. Battle damage resolves normally.
•FIRE: Reduce Battle and Effect damage by half which
involves a FIRE monster.
•WATER: WATER Effect Monster Cards can not send opposing
monsters back to their owner's hand.
9- FIRE SPECIALIST
FIRE-TYPE
PYRO-TYPE or ROCK-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
•DARK: DARK Effect Monster Cards that activate in the
Graveyard are negated.
•LIGHT: Opponent can not remove from play LIGHT monsters
from his/her graveyard.
•EARTH: EARTH Monster effects triggered from non-flip effect
Battle Position Changes are negated.
•WATER: Increase the ATK and DEF of this monster by 400.
Destroy the FIRE monster involved in Battle with this
monster. Battle damage resolves normally.
10- WATER SPECIALIST
WATER-TYPE
AQUA-TYPE, SEA SERPENT, FISH or PLANT-TYPE
LEVEL 4
1500ATK/1500DEF
Choose one of the following effects while this monster is
face-up on the field. If there are no legal face-up
Attribute monsters on the opposing side field no effect is
selected until one is available. Once per turn the
controller of this card can select a new legal effect.
•DARK: DARK Effect Monster Cards that activate in the
Graveyard are negated.
•LIGHT: Opponent can not remove from play LIGHT monsters
from his/her graveyard.
•EARTH: EARTH Monster effects triggered from non-flip effect
Battle Position Changes are negated.
•FIRE: Increase the ATK and DEF of this monster by 400.
Destroy the WATER monster involved in Battle with this
monster. Battle damage resolves normally.
There you have it folks my Top 10 prototype DMs cards.
Comments and critiques welcomed. If you Instant
Messesage(IM) me please introduce yourself and explain how
you found me. I often research online many times just for
DMs so it'll help me NOT to close-out IM windows which I
have a habit of doing- like with the quickness, LOL! I
hopefully will complete a project for actually creating
mock-up images for my made-up cards since I'm a freelance
computer graphics artist intent on doing
computer-generated-animated imagery might as well put in
some practice while I went for my next gig!! Stay Tuned to
the POJO's Top 10 and CCG sections!
Duel with Humility, Honor and Heart!
Regards from Angel-From-A-Higher-Plane
Angel J. Fern ández
New York City
Note: As promised, here are most of the above mentioned REAL
Duel Monsters Cards!
Necrovalley
Type: Spell Card
Attribute: SPELL
Set Name: Yu-Gi-Oh! Pharaonic Guardian
Card Num: PGD-084 or DR1-EN032
Rarity: Super Rare
As long as this card remains face-up on the field, all
effects of Spell, Trap and/or Effect Monster Cards that
involve Graveyards are negated and neither player can remove
cards in the Graveyards from play. In addition, increase the
ATK and DEF of all monsters that includes "Gravekeeper's" in
their card name by 500 points.
Breaker the Magical Warrior
ATK: 1600
DEF: 1000
Type: Spellcaster/Effect
Attribute: DARK
Set Name: Yu-Gi-Oh! Magician's Force
Card Num: MFC-071 or DR1-EN126
Rarity: Ultra Rare
When this card is successfully Normal Summoned, put 1 Spell
Counter on it (max. 1). Increase the ATK of this monster by
300 points for each Spell Counter on this card. Also, you
can remove 1 Spell Counter from this card to destroy 1 Spell
Card or Trap Card on the field.
Big Core
ATK: 2300
DEF: 1100
Type: Machine / Effect
Attribute: DARK
Set Name: YuGiOh! Rise of Destiny
Card Num: RDS-EN030
Rarity: Super Rare
Put 3 counters on this card when you Normal Summon it. This
card is not destroyed as a result of battle. If this card
battles a monster, remove 1 counter from this card at the
end of the Damage Step. If this card battles without a
counter, destroy this card at the end of the Damage Step.
Pitch-Black Power Stone
Type: Trap Card
Attribute: TRAP
Set Name: Yu-Gi-Oh! Magician's Force
Card Num: MFC-095
Rarity: Short Print
After activation, put 3 Spell Counters on this card. During
each of your turns you can move 1 of this card's Spell
Counters to another face-up card on the field that you can
put a Spell Counter on. When there are no Spell Counters on
this card, this card is destroyed.
Armor Exe
ATK: 2400
DEF: 1400
Type: Rock/Effect
Attribute: LIGHT
Set Name: Yu-Gi-Oh! Magician's Force
Card Num: MFC-075 or DR1-EN130
Rarity: Rare
This card cannot attack in the same turn it is Normal
Summoned, Flip Summoned, or Special Summoned. During each of
your and your opponent's Standby Phases, remove 1 Spell
Counter on your side of the field. If you do not do so, this
card is destroyed. |