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This forum is for card ideas. Have an idea for a card? Post it here! They can be serious or funny (but keep it clean). I'll post a few here to start off. Spike Seyfried 16:10, January 27, 2012 (UTC)

Card Ideas Forum
The Wiseman
Cfv back
Name Card Ideas Forum
Grade / Skill Grade 3 / Sk twindrive Twin Drive!!
Power Power icon 11000
Critical Critical icon 1
Nation Co united United Sanctuary
Clan Oracle Think Tank
Race Human
Format Premium Standard
Card Flavor(s)
A wiseman uses his opponent's powers against them.(RRR)
A wiseman knows to pass down his knowledge for generations to come.(SP)
Card Effect(s)
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When a unit rides this unit, it gets all of this unit's effects.
[ACT](VC)[Choose 1 of your rear-guards, and retire it.]If your opponent has a <<Royal Paladin>>, <<Shadow Paladin>>, or <<Gold Paladin>> Vanguard, you may pay the cost. If you do, reveal the top card of your deck and call it to an open RC.
[ACT](VC)[Soul Blast (2)]If your opponent has a <<Oracle Think Tank>>, <<Angel Feather>>, or <<Genesis>> Vanguard, you may pay the cost. If you do, look at the top card of your deck, and either place it on the Damage Zone, put it in your soul, or place on the top or bottom of your deck. If you placed it on the Damage Zone, at the end of the turn, choose one of your units in the Damage Zone, and put it in the Drop Zone.
[ACT](VC)[Choose 3 of your rear-guards, and retire them.]If your opponent has a <<Dragon Empire>> Vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guards and a card in your opponent's hand, and put it in the Drop Zone, and this unit gets [Power]+5000 until the end of the turn.
[ACT][Soul Blast (2)]If your opponent has a <<Dark Zone>> Vanguard, you may pay the cost. If you do, Soul Charge (1), choose one of your rear-guards, shuffle it into your deck, and choose a unit in your soul, and call it to an open RC.
[AUTO](VC)[Counter Blast (2)]When your rear-guard's attack hits, and if your opponent has a <<Magallanica>> Vanguard, you may pay the cost. If you do, choose one of your rear-guards, and return it to your hand, and choose one unit in the Drop Zone, and call it to an open RC, and choose another of your rear-guards and exchange positions with the unit in the same column with the unit.

(The state of the card does not change.)
[ACT](VC)[Choose 2 of your rear-guards, and retire them.]If your opponent has a <<Zoo>> Vanguard, you may pay the cost. If you do, reveal the top card of your deck, call it to an open RC, and choose one of your opponent's rear-guards, and that unit cannot [Stand] during your opponent's next stand phase. During the beginning of the end phase of that turn, choose a unit in your Drop Zone, and call it to RC.
[AUTO](VC)[Counter Blast (3)]When this unit's attack hits, and if your opponent has a <<Star Gate>> Vanguard, you may pay the cost. Choose 1 of your rear-guards, [Stand] it, choose one of your opponent's rear-guards, [Lock] it, and this unit gets [Power]+4000 until the end of the turn.
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Errata Trivia


So, it was an idea of mine when I was thinking about creating a new clan about Ultraman, the classic Tokusatsu. This card's skill was to be of the new Ultraman Ginga, who had a wide array of skills. I wanted to make the archetype on a good card maker, so this idea will have to rest here for now. Does anyone think this is OP?--K4kirin (talk) 15:03, February 1, 2014 (UTC)



Card Ideas Forum
Emperor Blaster Disc
Cfv back
Name Card Ideas Forum
Card Type Trigger Unit
Grade / Skill Grade 5
Power Power icon 14000
Critical Critical icon 1
Nation Co united United Sanctuary
Clan Gold Paladin
Race Human
Trigger Effect
Format Premium Standard
Card Flavor(s)
you mess with them and we'll find you as one
Card Effect(s)
to ride [counter blast(3)][soul charge(2)]add (RC) (beast knight, garmore and (RC) knight of darkness, rugos) to soul when your vangaurd is blond ezel
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[[Category:fusion

tri-drive Trigger]]


the idea i have is called fusion ride in which u take your front row rear gaurds (if compatible) add them to the soul in order to ride a combined unit ,  adding a sort of "extra deck" to the game making there be ,  in my opinion,   more variables in which you can win   plz help me make this less op ,  unless its not op at all ,   otherwise thanks for reading peace!!!


Card Ideas Forum
Prison Ancient Dragon, Wightops
Cfv back
Name Card Ideas Forum
Grade / Skill Grade 3 / Sk twindrive Twin Drive!!
Power Power icon 10000
Critical Critical icon 1
Nation Co dragon Dragon Empire
Clan Tachikaze
Race Skeleton
Format Premium Standard
Card Flavor(s)
Prison Ancient Dragons. The bone is a part of its skin.
Card Effect(s)
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose one of your rear-guards with "Ancient Dragon" in its card name, and retire it] At the start of the Battle Phase, if you had retired a «Tachikaze» this turn, you may pay the cost. Search your deck for a Grade 0 «Tachikaze», show it to your opponent, add it to your hand, and this unit gains [Power]+10000 until the end of turn.
[ACT](VC):[Choose one of your «Tachikaze» rear-guards, and retire it] This unit gains [Power]+3000 until the end of turn.
Tournament Status
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JP Unrestricted
KR Unrestricted
TH Unrestricted
IT Unrestricted
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Errata Trivia


Well, my opinion, Tachikaze revolves around retiring to gain plusses rather than pure power, and this is what i had in mind. A restrictive card to retire only Ancient Dragons, and the fact it is being used at the start of the Battle Phase is balanced by the power that it gains from the LB.

Hikari 93 (talk) 17:35, September 26, 2013 (UTC)



Battle Sister Magus, Sugar Cube

Grade 3 / Twin Drive!!

Power: 10000

Shield: -

Oracle Think Tank

Elf

[CONT](VC): During your turn, for each of your <Oracle Think Tank><Elf> rear-guards, this unit gets [Power]+1000.

[ACT](VC): [Counter Blast(3)] Look at the top 3 cards of your deck and return them to the top of your deck in any order.


Samurai of Storms, Susano'o

Grade 2 / Intercept

Power: 11000

Shield: 5000

Oracle Think Tank

Noble

[CONT](VC)/(RC): Restraint.

[AUTO](VC)/(RC): During your main phase, when you draw a card, this unit loses Restraint until end of turn.

[AUTO](VC): When this unit is boosted by an <Oracle Think Tank> unit, this unit gets [Power]+5000 until end of that battle.


Headlong Dragon, Recklessaurus

Grade 1 / Boost

Power: 6000

Shield: 5000

Tachikaze

Dino Dragon

[AUTO]: When this card is played on (VC), put the top card of your deck into your damage zone.

[AUTO]: When you ride another Tachikaze on this unit, this unit gets: "[CONT](Soul): During your turn, your Tachikaze Vanguard gets [Power]+5000.".


Nice idea Spike :)
Anyway, Recklessaurus seems a bit OP, maybe you should change the power-up to be active only during your turn.

Envoy of the Abyss, Levian

Grade 3 / Twin Drive!!

Power: 10000

Shield: -

Granblue

Kraken

[CONT](VC): During your turn, each time one of your <Granblue> is sent Drop Zone, this unit gets [Power]+2000 until the end of turn.

[AUTO](VC): When your Rear Guard's attack hits a Vanguard, choose 1 card from your hand and discard it, then draw 1 card.

Otakon7 13:40, February 4, 2012 (UTC)

-I don't think Headlong Dragon is OP. You damage yourself for its effect, and the effect wears off when you ride to G3. If you want to keep the +5K, you have to stay as a G2, which hurts your hand advantage. Also, a card that gets +1K for every unit in the drop zone, especially for Granblue, would be way too OP. Amon's +1K for every card in the Soul in a Soul Charging Deck is bad enough. Plus the card you made even has the ability to drop more cards into the Drop Zone. It's not very sporting if you're swinging for, say, 40 K without boost every turn with your VG :P.Sol Kage 14:13, February 4, 2012 (UTC)

  • Ah, you're right, I forgot to take Guarding into account, in that case, what about now? (changed the skill). Also, about Recklessaurus; I believe his skill is active during the WHOLE game, but if stays only during the time you have a G1/2 then it's ok. Otakon7 14:26, February 4, 2012 (UTC)
  • Much better. EDIT: Ah, actually, you're right. Its effect is for Headlong in the Soul. Then you're right, it is OP. If it just gives the +5 K to the unit that rides over it, then it isn't OP. Sol Kage 14:35, February 4, 2012 (UTC)
  • Oops, forgot to put "During your turn" on Recklessaurus. It's supposed to be OP though, not for the power boost, but for letting you use CB on your first turn.

Stealth Fae, Yūrei

Grade 1 / Boost

Power: 6000

Shield: 5000

Murakumo

Ghost

Flavour: "Problem?"

[AUTO]: [Counter Blast(1)] When this Unit appears in the Vanguard or Rearguard-Circle and you have a «Murakumo» Vanguard, you may pay the cost. If you, choose one card from your opponent's Damage Zone and flip it face-down.

Otakon7 21:03, February 4, 2012 (UTC)


Stardrive Follower

Grade 1 / Boost

Power: 6000

Shield: 5000

Royal Paladin

Human

AUTO [R]: [Counter Blast(2)]When this unit boosts a card named "Stardrive Dragon", you may pay the cost. If you do, the boosted unit gets Power +4000 and Critical +1 until end of that battle.

Otakon7 11:59, February 5, 2012 (UTC)


Lady Fortune

Grade 2 / Intercept

Power: 8000

Shield: 5000

Pale Moon

Elf

Flavour: "Your fortune smiles upon you."

[AUTO]: [Counter Blast(2)] When this Unit appears in the Vanguard or Rearguard-Circle and you have a «Pale Moon» Vanguard, you may pay the cost. If you, choose one «Pale Moon» from your Soul and add it to your hand. Otakon7 13:36, February 17, 2012 (UTC)


Storm Brewing Dragon

Grade 0 / Boost

Power: 5000

Shield: 5000

Aqua Force

Tear Dragon

Flavour: "This is just the beginning."

[Auto]: When "Aqua Storm Dragon" rides this unit, look at the top 7 cards and search up to one "Violent Storm Dragon" or "Malevolent Storm Dragon" and add it to your hand.

[Auto]: When another Aqua Force besides "Aqua Storm Dragon" rides this unit, you may call this to a (RC).


Aqua Storm Dragon

Grade 1 / Boost

Power: 6000

Shield: 5000

Aqua Force

Tear Dragon

Flavour: "I will become stronger."

Cont [V]: When you have "Storm Brewing Dragon" in your soul, this unit gains +1000 power.

ACT [V]: [Counter Blast(1)] This unit gains +1000 power and gets "Auto [V]: When this unit's attack hits the vanguard, and this is the forth or more battle of that turn, choose one "Violent Storm Dragon" from your hand and place it to the Vanguard-circle at rest." until end of turn.

Comment: How pray tell would you be able to counterblast there to ride to grade 2? The only time you attack with a grade 1 is when you go second. When you go second....you won't have any damage to counterblast. Hence why this cards ability would be near useless.


Violent Storm Dragon

Grade 2 / Intercept

Power: 8000

Shield: 5000

Aqua Force

Tear Dragon

Flavour: "You will witness my final evolution."

Cont [V]: When you have "Aqua Storm Dragon" in your soul, this unit gains +1000 power.

ACT [V]: [Counter Blast(1)] This unit gains +1000 power and gets "Auto [V]: When this unit's attack hits the vanguard, and this is the forth or more battle of that turn, choose one "Malevolent Storm Dragon" from your hand and place it to the Vanguard-circle at rest." until end of turn.


Malevolent Storm Dragon

Grade 3 / Twin Drive!!

Power: 10000

Shield: -

Aqua Force

Tear Dragon

Flavour: "Flush to the bottom of the ocean! Final Riptide!

Cont [V]: When you have "Violent Storm Dragon in your soul, this unit gains +1000 power.

Auto [V]: Limit Break 4 (This ability is active if you have four or more damage): [Choose four of your "Aqua Force" Rear Guard and retire them.] At the beginning of the close step of the battle that this unit attack hits the vanguard, and this is the forth or more battle of that turn, you may pay the cost. If you do, stand this unit.


Demonic Emperor, Mandala King

Grade 3 / Twin Drive!!

Power: 11000

Shield: -

Murakumo

Abyss Dragon

Flavour: "Despair to worlds. Ten thousand curses!"

Auto [V]: Limit Break 4 (This ability is active if you have four or more damage): [(Counter Blast 2) & choose a card named "Demonic Emperor, Mandala King" from your hand and discard it.] When this unit attacks, you may pay the cost. If you do, choose a unit and that unit gets -10000 power until end of that battle.

Cont [V/R]: If you have a non-Murakumo vanguard or rear-guard, this unit gets power -2000.

Cont [V]: If you have a card named "Covert Demonic Dragon, Mandala Lord" in the soul, this unit gets +2000.

Drakdragonmaster (talk) 21:48, December 5, 2012 (UTC)

Just found this, hope I'm not too late to make any suggestions.  But I figured I might as well try!

So far, right now, I'm really into the Djinn units in Narukami, and I think that filling it out with more djinn might be a cool idea, so without further ado...

Name: Imprisoned Djinn

Clan: Narukami

Race: Demon

Grade: 0

Skill: Boost

Power: 4000

Shield: 10000

Lore: Rub this lamp and your wildest dreams will come true...

Effect: AUTO: Pioneer (When another unit from the same clan rides this unit, you may call it to a Rear-guard Circle.)

ACT[(R)]:[CB(1) & retire this unit] When this unit boosts a Narukami》vanguard with "Djinn of the Lightning" in its name, you may pay the cost.  If you do, search your deck for up to one Grade 2 or less unit with "Djinn of the Lightning" in its name, then shuffle your deck.

Name: Djinn of the Lightning Flashbolt

Clan: Narukami

Race: Demon

Grade: 3

Skill: Twin Drive!!

Power: 11000

Shield: Null

Lore: You're out of wishes...  My turn!

Effect:AUTO[(VC)]Limit Break 4 (This ability is active if you have four or more damage): During your turn, this unit gets Power+3000.

CONT[(V/R)]: This unit cannot attack a rear-guard.

AUTO[(VC)]: [CB(2) & Choose a "Djinn of the Lightning Flashbolt" from your hand, and discard it.]  When this unit attacks a vanguard, you may pay the cost.  If you do, this unit gets Power+3000/Critical+1 until end of turn.

CONT[(V)]:If you have a card named "Djinn of the Lightning Flash" in your soul, this unit gets Power+2000.

CONT[(V/R)]: Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Name: Benevolent Djinn

Clan: Narukami

Race: Demon

Grade: 0

Skill: Boost

Trigger: Heal

Power: 4000

Shield: 10000

Effect: "(You may only have up to 4 cards with "HEAL" in a deck.)

ACT[(R)]: [Put this unit into your soul] Choose up to one card in your damage zone, and flip it face-up.

Name: Djinn of the Thunder Rumble

Clan: Narukami

Race: Demon

Grade: 1

Skill: Boost

Power: 6000

Shield: 5000

Effect: CONT[(V/R)]: This unit cannot attack a rear-guard.

AUTO[(R)]: When this unit boosts aNarukami》vanguard,  the boosted unit gets Power+3000 until end of that battle.

AUTO[(R)]: When this unit boosts aNarukami》rear-guard, if you have aNarukami》vanguard, the boosted unit gets Power+1000 until end of that battle.

Name: Djinn of the Thunder Crash

Clan: Narukami

Race: Demon

Grade: 2

Skill: Intercept

Power: 8000

Shield: 5000

Effect: CONT[(V/R)]: This unit cannot attack a rear-guard.

ACT[(V/R)]:[CB(1)] When this unit's attack hits a vanguard, you may pay the cost.  If you do, choose up to one of yourNarukami》vanguards, and that unit gets Power+3000 until end of turn.

My personal favorite is the idea of a Flash crossride.

Ultraman Ideas

  • Name: Ultraman Ginga
  • Grade: 3
  • Clan: M78
  • Race: Ultramen
  • Power: 10000
  • Shield: None
  • Pending

Ideas by Stardustdragon123

Name: Dragonic Overlord Spirit

Clan: Kagero

Race: Flame Dragon

Grade 3

Skill: Twin Drive

Power: 11000

Effect: ACT[(V/R)]: [CB(3) and this unit loses Twin Drive] When this unit attacks and hits a rear guard, stand this card. During the end of the turn you activate this effect from [(R)], retire this unit.

CONT[(V/R]: This card is also treated as Narukami.








Holy / Holy Seal

These are a few cards that I came up with that are a part of the Gold Paladin clan, Holy being an archetype and Holy Seal being a subarchetype of the former. These cards in general have a low base Power, but in return get some pretty strong effects, but some with a few costs to them.


  


Grade 0:

  • Soul Scavenging Tiger

Power: 1000

Shield: 10000

Race: High Beast

Skill: Boost

[AUTO]: When this card is sent from your hand or deck to the (Drop Zone), you may search your deck for another copy of this card, and call it to (RC) on your next turn.

[AUTO] (RC): You may retire this unit, then you may Soul Charge (2).



  • Holy Dreamer, Cyrus

Power: 4000

Shield: 10000

Race: Human

Skill: Boost



  • Holy Fairy of Hearth, Asiza

Power: 5000

Shield: 10000

Race: Sylph

Skill: Boost

[AUTO]:When another «Gold Paladin» rides this unit, you may call this card to (RC).

[AUTO]: When this card is placed into (RC), you may check the top card of your deck. If that unit happens to be Grade 1 or below, then you may call it into (RC), if not, place it on the bottom of your deck.





Grade 1:

  • Holy Pegasus of Hope

Power: 6000

Shield: 5000

Race: High Beast

Skill: Boost

[AUTO] (VC): When a <<Gold Paladin>> unit is placed from the deck onto (RC), this card gains [Power]+4000 until the end of this turn.

[AUTO] (VC/RC): When this card attacks a Vanguard, this card gains [Power]+2000 until the end of the battle.



  • Angel of the Holy Seal, Seraphina

Power: 5000

Shield: 10000

Race: Angel

Skill: Boost

[AUTO] (RC): If this card is boosting a Vanguard with "Holy" in its name, you can draw 1 card from your deck, and all units gain [Power]+1000 until the end of the turn. On the second turn this skill is used, this card is sent to the (Drop Zone).



  • Holy Flaring Phoenix Tamer, Layla

Power: 7000

Shield: 10000

Race: Human

Skill: Boost

[AUTO] (RC): If there is a Vanguard with "Holy" in its name, this card gains [Power]+2000 until the end of this turn.



  • Holy Wanderer of Freedom, Leo

Power: 7000

Shield: 10000

Race: Human

Skill: Boost

[ACT] (Hand): If there is a <<Gold Paladin>> unit as your Vanguard, you may pay the cost. By sending this card and another Grade 3 <<Gold Paladin>> unit from your hand to the (Drop Zone), you may search your deck for a <<Gold Paladin>> unit with 10000 [Power] or less, and add it to your hand.



  • Holy Warrioress of Dancing Blades, Erika

Power: 6000

Shield: 10000

Race: Human

Skill: Boost

[AUTO] (VC/RC): If this card attacks a Vanguard, this card gains [Power]+3000 until the end of that battle.



  • Shape Shifter of the Holy Seal, Kyna

Power: 3000

Shield: 10000

Race: Human

Skill: Boost

[ACT] (VC) [Counterblast (1)]: You can send one <<Gold Paladin>> unit in your hand to the (Drop Zone), then you may search your deck for a <<Gold Paladin>> with 10000 or less [Power], and place it in your (VC). However, until  your next turn, the unit placed in this way has base [Power]3000.



  • Holy Archer of Courage, Mara

Power: 7000

Shield: 10000

Race: Human

Skill: Boost

[ACT] (VC/RC) [Soulblast (1)]: You may discard one card from the opponent's hand.



  • Holy Dancer of Grace, Shamkira

Power: 5000

Shield: 10000

Race: Human

Skill: Boost

[AUTO]: When this card is first placed onto the field, select 3 units in (RC), all of them gain [Power]+1000 until the end of this turn.

[AUTO] (VC/RC): When this card attacks, and there are more than 4 <<Gold Paladin>> units on the field, this card gains [Power]+2000 until the end of that battle.





Grade 2:

  • Magician of the Holy Seal, Demetrius

Power: 8000

Shield: 5000

Race: Human

Skill: Intercept, Boost

[AUTO] (VC/RC): While there is a unit on the field named "Priestess of the Holy Seal, Miko", this card gains [Power]+3000 until it is removed from the field.

[AUTO] (VC/RC): When this card attacks, it gains [Power]+2000 until the end of the battle, and if the attack was successful while a unit named "Priestess of the Holy Seal, Miko" is on the field, you may retire 1 of your opponent's units.



  • Priestess of the Holy Seal, Miko

Power: 8000

Shield: 5000

Race: Human

Skill: Intercept, Boost

[AUTO] (VC/RC): While there is a unit on the field named "Magician of the Holy Seal, Demetrius", this card gains [Power]+3000 until it is removed from the field.

[AUTO] (VC/RC): When this card attacks, it gains [Power]+2000 until the end of the battle, and if the attack was successful while a unit named "Magician of the Holy Seal, Demetrius" is on the field, you may stand one of your units in a (RC), but this card loses [Power]-5000.



  • Holy Knight of Elegant Flames, Eracus

Power: 8000

Shield: 5000

Race: Human

Skill: Intercept

[ACT] (VC) [Counterblast (2)]: When this card attacks, you may pay the cost. This unit gains [Power]+4000 as long as this card is your vanguard, and your opponent's Vanguard loses [Power]-3000 until the end of the turn.

[AUTO] (RC): When this card attacks a Vanguard, this card gains [Power]+3000 until the end of that battle.



  • Peacemaker of the Holy Seal, Nyar

Power: 7000

Shield: 5000

Race: Elf

Skill: Intercept, Boost

[ACT] (RC) [Soulblast (2)]: You and your opponent must discard one card, then each player recovers one DAMAGE. Your opponent's Vanguard then gains [Power]+5000 until the end of the turn, but you can draw 1 card, and all DAMAGE in your (Damage zone) is flipped face-up. At the end of the turn, you must retire this unit.



  • Holy Curved Edge of Bravery

Power: 8000

Shield: 5000

Race: Human

Skill: Intercept

[ACT]:[Choose a «Gold Paladin» from your hand, and discard it] You may choose 1 random card in your opponent's hand and discard it, and if it happens to be a Grade 2 unit or above, then this card gains [Power]+1000.

[AUTO] (RC): During the beginning of each of your turns, this card gains [Power]+2000.



  • Resurrection Master of the Holy Seal, Drew

Power: 10000

Shield: 5000

Race: Human

Skill: Intercept

[ACT] (VC/RC) [Counterblast (1)]: This card's [Power] is halved once this effect is used. You may discard one <<Gold Paladin>> unit, then you may search the (Drop Zone) for another <<Gold Paladin>> that has "Holy" in its name, and call it to (RC).



  • Holy Knight of Nobility, Casimir

Power: 10000

Shield: 5000

Race: Human

Skill: Intercept

[AUTO] (VC/RC): When this card attacks, it gains [Power]+3000 until the end of the turn, and if the attack was successful, you may search your deck for a Grade 1 or lower <<Gold Paladin>> unit, and add it to your hand, then  shuffle your deck.


  • Holy Elemental Charmer, Shira

Power: 6000

Shield: 5000

Race: Human

Skill: Intercept

[ACT] (VC/RC): [Soulblast (2)] You may roll a six-sided die once this turn, and gain the following effect based on its value:

1: You must retire one of your rear-guard units, then draw a card at the end of the turn.

2: You may use this effect at any point of the turn. You can choose 1 unit in a (VC/RC), that unit gains [Power]+10000 until the end of this turn. (Fire)

3: You may retire up to two of your opponents units in a (RC). If so, your opponent draws 1 card for each card retired through this effect at the end of the turn. (Earth)

4: You may choose up to two units in your opponent's (RC), and retire it, then replace each one with 1 unit in their (Drop Zone). (Wind)

5: This card gains [Power]+3000, then recover 1 unit from your (Damage Zone).

6: You place the top card of your deck in the (Damage Zone), then draw 1 card.


  • Holy Winged Commander, Yael

Power: 8000

Shield: 5000

Race: Angel

Skill: Intercept

[ACT] (VC/RC): [Counterblast (1)] When this card attacks a Vanguard, you may pay the cost. Then, the unit being attacked has its [Power] cut in half until the end of the battle, but this card loses [Power]-2000.


[AUTO] When this card is placed onto the field, you may Soulcharge (1).




Grade 3:

  • Holy Dragon Knight, Tempest

Power: 11000

Shield: -

Race: Cosmo Dragon

Skill: Twin Drive

[AUTO] 



  • Hammer Guardian of the Holy Seal, Lexus

Power: 11000

Shield: -

Race: Human

Skill: Twin Drive

[AUTO] (VC/RC): When this card attacks a Vanguard, it gains [Power]+3000 until the end of that battle.

[CONT] (VC): While this card is in your (VC), your opponent cannot guard with anything other than a Grade 0 unit.

[CONT] Lord



  • Holy Seal Telekinetic, Gwydion

Power: 10000

Shield: -

Race: Human

Skill: Twin Drive

[AUTO] (VC): This card gains [Power]+1000 for every <<Gold Paladin>> on the field until the end of this turn.

[AUTO] (VC/RC): When this card is placed on the field, you may select two cards in the opponent's hand, and reveal them. Then, if this card loses [Power]-1000, you may discard one of those cards.

[ACT] (VC/RC): You may retire one of your opponent's rear-guard units, then this card loses [Power]-3000.

[ACT] (VC) Limitbreak 4 [Counterblast (2)]: [When this card has less [Power] than its base, you may pay the cost] All frontrow units on your opponent's field lose [Power]-3000, and this card gains [Power]+3000 for every frontrow unit they have until the end of this turn.



  • Holy Rider of Blistering Winds, Althathos

Power: 11000

Shield: -

Race: Human

Skill: Twin Drive

[ACT] (VC) Limitbreak (4): When there are 4 or more cards on the field with "Holy" in their name, you may pay the cost. By shuffling 2 <<Gold Paladin>> unit back into the deck, you may select up to 3 of your units on the field, all of them gain [Power]+5000 until the end of this turn.

[AUTO] (RC): When this card attacks, and you have 4 or less <<Gold Paladin>> units other than this card, and while this card is not boosted, this card gains [Power]+8000. After the end of the turn, retire this unit.



  • King of the Holy Seal Warriors, Oberon

Power: 10000

Shield: -

Race: Human

Skill: Twin Drive

[CONT] (VC/RC): During your turn, this card gains [Power]+2000 for each rear-guard unit that has "Holy" in its name.

[ACT] (VC) Limitbreak 4: When there are 3 or more cards on the field with "Holy" in their name, you may shuffle 1 card on your field into the deck, and you may retire 1 of your opponent's rear-guard units. Then, this card gains [Power]+1000 until the end of this turn.



  • Majestic Radiance Blade

Power: 10000

Shield: -

Race: Human

Skill: Twin Drive

[CONT] (VC): While all cards in the Soul are <<Gold Paladin>> units, this card is considered as having "Holy" in its name.

[ACT] (VC) Limitbreak 4 [Counterblast (2)]: This card gains [Power]+10000 until the end of the turn. You may also check the top 3 cards of your deck, and add 1 to your hand. Then add the others to the bottom of the deck, and discard 1 card.

[CONT] (VC/RC): This card gets to attack twice per turn. If the first attack was successful against your opponent's rear-guard unit, then this card gets [Critical]+1 until the end of the turn.



  • Savior of the Holy Seal, Angelic Radiance Blade

Power: 11000

Shield: -

Race: Human/Angel

Skill: Twin Drive

[CONT](VC): If a unit named "Majestic Radiance Blade" is in the Soul, this unit gains [Power]+2000.

[ACT] (VC) Limitbreak 5 [Counterblast (2)] You can reveal cards from the top of your deck up to the number of open (RC), unless one of those cards is not a <<Gold Paladin>> unit, and place them into (RC), and each of those units gain [Power]+1000 until the end of the turn. Then, this card gains [Power]+3000 for each card that was called through this effect, until the end of this turn.

[CONT] (VC): This card gets to attack twice per turn. If the first attack was successful against your opponent's rear-guard unit, then this card gets [Critical]+1 until the end of the turn. [CONT] This card cannot be boosted.


  • Legendary Knight of the Holy Seal, Adriar, Supreme Radiance Blade

Power: 10000

Shield: -

Race: Human

Skill: Twin Drive

[CONT]: This card must be placed over a unit with "Radiance Blade" in its name, or retire it.

[CONT] (VC): If there are 2 units with " Majestic Radiance Blade" and "Savior of the Holy Seal, Angelic Radiance Blade" in its name in the Soul, this card gains [Power]+5000.

[CONT] This card cannot be boosted. 

[ACT] (VC) Limitbreak [Counterblast (2)]: You can search your deck for up to two units with [Power]10000 of less, and then call them to (RC). Then, each of them gain [Power]+5000, and this card gains [Power]+10000 until the end of this turn.

[ACT] (VC) [Soulblast (4)]: This card gains [Power]+10000 until the end of this turn.

[CONT] (VC): This card gets to attack 2 times per turn. If the first attack was successful against your opponent's rear-guard unit, then this card gets [Critical]+1 on its second attack, until the end of the turn.



Mackenzie.bunce ----- Tuesday, September 10, 2013

(a.k.a Ryker77)



Seal Dragons

I'm a fan of the Seal Dragon Archetype, and I'm very sad to see that it doesn't look like it will be getting any more support. So, I just made some of my own ideas for Seal Dragons

Grade 0:

Seal Dragon, Plaid

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 0/Boost

Power: 5000

Shield: 10000

Trigger: None

Rarity: R

Flavour: Do you know what the only thing worse than being sealed is? Being Dead, which is what you're about to be.

Effect:

[AUTO]: Forerunner (when a <<Kagero>> rides this unit, you may call this unit to (RC))

[ACT](RC):[Counter Blast (1)-grade 2 card with "Seal Dragon" in its card name] Choose one of your opponents read guards, retire it, and your opponent searches the top eight cards of his/her deck for two grade 2 units, calls them to separate (RC), and shuffles their deck.


Seal Dragon, Velvet

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 0/Boost

Power: 5000

Shield: 10000

Trigger: Heal

Rarity: C

Flavour: The Seal Dragons must not perish! I wont let it happen!

Effect:

(You may only have up to four cards with "Heal" in a deck)


Seal Dragon, Satin

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 0/Boost

Power: 5000

Shield: 5000

Trigger: Draw

Rarity: C

Flavour: Do you really think you can beat us?

Effect:

None


Seal Dragon, Lace

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 0/Boost

Power: 5000

Shield: 10000

Trigger: Critical

Rarity: C

Flavour: Even a material such as lace has been the downfall of many.

Effect:

None


Seal Dragon, Jean

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 0/Boost

Power: 5000

Shield: 10000

Trigger: Stand

Rarity: C

Flavour: We may be sealed, but we shall never back down!

Effect:

None


Grade 1:

Seal Dragon, Burlap

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 7000

Shield: 5000

Trigger: None

Rarity: C

Flavour: Bad move, buddy. You're going to regret messing with me.

Effect:

[AUTO](VC/RC):[Counter Blast (1)-card with "Seal Dragon" in its card name]:When this unit is retired, you may pay the cost. If you do, Choose up to one of your opponents rear guards, retire it, and your opponent searches the top four cards of their deck for up to one grade 2 unit, calls it to (RC), and shuffles their deck.


Seal Dragon, Cashmere

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 6000

Shield: 5000

Trigger: None

Rarity: C

Flavour: Just because we're sealed, doesn't mean you'll be getting off easy.

Effect:

[AUTO](RC):When this unit attacks a grade 2 unit, this unit gets "[AUTO]:When this unit's attack hits, if you have a vanguard with "Seal Dragon" in its card name, you may [Soul Charge-(1)]


Seal Dragon, Leather

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 8000

Shield: 5000

Trigger: None

Rarity: C

Flavour: It's nothing personal. The Empire promised my freedom if I fought for them.

Effect:

None


Seal Dragon, Gauze

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 7000

Shield: 5000

Trigger: None

Rarity: R

Flavour: Gauze. It's what you're going to need.

Effect:

[AUTO](RC):when your opponents grade 2 unit is called from the deck to (RC), this unit gets [Power]+5000 until end of turn.


Seal Dragon Knight, Russet

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 7000

Shield: 5000

Trigger: None

Rarity: C

Flavour: Not all Dragon Knights are Human. Not all of them can kill the Emperor, either...

Effect:

[ACT](VC/RC):[Counter Blast (1)-card with "Seal Dragon" in its card name] This unit gets [Power]+1000 until end of turn.


Demonic Seal Dragon, Weaver

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 6000

Shield: 5000

Trigger: None

Rarity: R

Flavour: I shall weave your destruction from the fabric of death!

Effect:

[AUTO](VC/RC): During your turn, when a unit (Yours or your opponents) is put into the drop zone, this unit gets [Power]+2000 until end of turn.


Seal Dragon, Cotton

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 7000

Shield: 5000

Trigger: None

Rarity: RR

Flavour: We are the Seal Dragons. You will not survive.

Effect:

[AUTO]: When this unit boosts a unit with "Seal Dragon" in its card name, if your opponent has two or more grade 2 units, and you have a vanguard with "Seal Dragon" in its card name, the boosted unit gets [Power]+3000 until the end of that battle.


Seal Dragon Knight, Silk

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade1/Boost

Power: 6000

Shield: 0

Trigger: None

Rarity: RR

Flavour: I'm sorry to inform you that your attempt to damage us has been denied.

Effect:

[CONT]: Sentinel (You may only have up to four cards with "[CONT]: Sentinel" in a deck)

[AUTO]:[Counter Blast (1)] When this card is placed on (GC) from your hand, you may pay the cost. If you do, call five cards from the top of your deck to (GC) as [Rest].


Holy Shield Seal Dragon

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 1/Boost

Power: 6000

Shield: 5000

Trigger: None

Rarity: C

Flavour: I am the Holy Shield! You shall not harm us!

Effect:

[AUTO]: When this unit is placed on (GC) from your hand, this unit gets [Shield]+5000


Grade 2:

Seal Dragon, Loom

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 9000

Shield: 5000

Trigger: None

Rarity: RR

Flavour: If you think this is bad, wait until you meet some of the meaner Seal Dragons.

Effect:

[AUTO](RC):[Counter Blast (1)-card with seal dragon in its card name] Once per turn, you may pay the cost. If you do, choose one of your opponents rear guards, retire it, and your opponent searches the top four cards of his/her deck for one grade 2 unit, calls it to (RC), and shuffles their deck.


Seal Dragon, Mesh

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 9000

Shield: 5000

Trigger: None

Rarity: R

Flavour: You fools! You should never have challenged us!

Effect:

[AUTO](RC):When your opponents grade 2 unit is called from the deck to (RC), this unit gets [Power]+5000 until end of turn.


Seal Dragon, Satinet

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 9000

Shield: 5000

Trigger: None

Rarity: R

Flavour: Satin may be more popular, but satinet came first.

Effect:

[AUTO]:When this unit is placed on (RC), if the number of grade 2 rear guards your opponent has is three or more, turn up to two cards in your damage zone face up.


Seal Dragon, Tweed

Clan:Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 9000

Shield: 5000

Trigger: None

Rarity: RR

Flavour: That's unfortunate. I'm sure you all had so much left to live for.

Effect:

[AUTO]:[Counter Blast (2)-card with "Seal Dragon" in its card name and Soul Blast (2)-card with "Seal Dragon" in its card name] When this unit is placed on (RC), you may pay the cost. if you do, retire all of your opponents rear guards, and for each rear guard retired in this way, your opponent searches his/her deck for one grade 2 unit, calls is to (RC), and shuffles their deck.



Hellfire Seal Dragon, Scorching Breath Dragon

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 11000

Shield: 5000

Trigger: None

Rarity: R

Flavour: The fire that burns within me shall consume you!

Effect:

[CONT](VC/RC): Restraint (This unit cannot attack)

[AUTO]: During your turn, when your opponents grade 2 unit is called from the deck to (RC), this unit loses "Restraint" until the end of your turn.

[AUTO](VC): When this unit is boosted by a <<Kagero>>, this unit gets [Power]+5000 until the end of that battle.


Sacred Shield Seal Dragon

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Intercept

Power: 8000

Shield: 5000

Trigger: None

Rarity: R

Flavour: I am the Sacred Shield! None shall get past my defense!

Effect:

[AUTO]: When this unit is called to (GC) from your hand, or intercepts, this unit gets [Shield]+5000


Grade 3:

Seal Dragon, Blazing Heat Dragon

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 3/Twin Drive!!

Power: 10000

Shield: 0

Trigger: None

Rarity: R

Flavour: Can you feel the heat?

Effect:

[AUTO](RC): When your grade 3 unit is placed on (VC), this unit gets [Power]+10000 until end of turn.


Hellfire Seal Dragon, Cloth Master

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 3/Twin Drive!!

Power: 11000

Shield: 0

Trigger: None

Rarity: RRR

Flavour: I am the Cloth Master! Kneel before me, or die!

Effect:

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage): When this unit's drive check reveals a grade 2 or less card with "Seal Dragon" in its card name, this unit get [Power]+3000 until end of turn.

[AUTO](VC) Limit Break 5 (This ability is active if you have five or more damage): When this unit's drive check reveals a grade 3 or greater card with "Seal Dragon" in its card name, that unit counts as a Critical Trigger, and effects can be given out accordingly.

[CONT]: Lord (If you have a unit without a same clan as this unit, this unit cannot attack)


Ultimate Seal Dragon, Blockade Combuster

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 3/Twin Drive!!

Power: 11000

Shield: 0

Trigger: None

Rarity: RRR

Flavour: Freed from the binding of our sins, we will restore the glory to our names!

Effect:

[CONT](VC) Limit Break 5 (This ability is active if you have five or more damage):During your turn, this unit gets [Power]+2000 for every rear guard with "Seal Dragon" in its card name on your field. If you have two or more units with "Seal Dragon" in its card name, this unit gets [Critical]+1

[CONT](VC):If you have a card named "Hellfire Seal Dragon, Blockade Inferno" in your soul, this unit gets "[ACT](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2)-card with "Seal Dragon" in its card name] Retire all of your opponent's grade 2 rear-guards, and this unit gets [Power]+10000 until end of turn."

[CONT](VC):If you have a card named "Seal Dragon, Blockade" in your soul, this unit gets "[CONT]:During your turn, your opponents units cannot intercept."

[CONT](VC/RC):Lord (if you have a unit without a same clan as this unit, this unit cannot attack)


Seal Dragon, Satin

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 2/Twin Drive!!

Power: 11000

Shield: 0

Trigger: None

Rarity: RR

Flavour: Satinet is like satin, but satin is more popular.

Effect:

[ACT](VC): Legion 20000 "Seal Dragon, Satinet" (If your opponent has a grade 3 or greater vanguard, only once, this unit may return four cards from your drop zone to your deck, and seach your deck deck for the specified card, and perform Legion.)

[ACT](VC):[Counter Blast (2)-card with "Seal Dragon" in its card name] During the turn that this unit performed Legion, you may pay the cost. If you do, choose two of your opponents rear guards, retires them, and then your opponent searches his/her deck for two grade 2 units, and calls them to (RC).

[AUTO](VC): When this unit attacks a vanguard, for every grade 2 unit your opponent has on his/her field, this unit gets [Power]+5000.



Divine Shield Seal Dragon

Clan: Kagero

Race: Flame Dragon

Grade/Skill: Grade 3/Twin Drive!!

Power: 10000

Shield: 0

Trigger: None

Rarity: RRR

Flavour: I am the Divine Shield! I have been granted sacred powers, and you shall not break them!

Effect:

[AUTO]: When this unit is placed on (RC), this unit gets "[Intercept]" for the rest of the game.

[AUTO]: When this unit is placed on (GC) from your hand, or intercepts, this unit gets [Shield]+10000.


--Billy92899 (talk) 23:16, July 17, 2014 (UTC)


Just some ideas I had a while back for some more Musketeers. Didn't know there was a card idea forum so I never put them down. Any ways here's the link to the page, and feel free to criticize/critique.

http://cardfight.wikia.com/wiki/Forum:A_Few_More_Musketeers

--HAYG00D (talk) 13:07, December 22, 2014 (UTC)

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