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Dream Dragon: Oh, that is so not fetch. It's hard to summon and it won't be anything but Blue-Eyes without vanilla benefits until it's killed? And even then it only does a lame little attack modifier jig? Eww...no. A low level monster in the set I could see doing this sort of thing, but the stuff at the top of the food chain should not rely on getting killed. :< How come the big beater has to be a dragon, anyway? << Dream God: Looks like slow buildup and most certainly not worth three tributes. Also, what's with that continuously indeterminate defense stat? D: Very wimpy, definitely not three-tribute material. Meh, you're building this set up the wrong way. Start with the low-level monsters and basic support cards then work your way to the big finishers, because it's the low-level stuff and support that usually determine how viable a deck theme is. (these being the ones that would see most play on account of being the easiest to get out there) As it is, I only see two, unsuported hard-to-play monsters with lukewarm effects, which is not cool. Anyways, a few revamps to correct my oversights: Mecha Mokey Fairy/Effect 1 Star/Light 100 Atk / 300 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. When this card is sent from your Field to the Graveyard, Special Summon one "Mokey Mokey" from your Hand or Deck. Humungous Mecha Mokey Fairy/Fusion/Effect 6 Star/Light 300 Atk / 300 Def Mecha Mokey + Mecha Mokey + Mecha Mokey While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand. Mokey Mokey Berserker Fairy/Effect 1 Star/Light 400 Atk / 0 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand. Psycho Bomber Psychic/Effect 4 Star/Fire 1700 Atk / 600 Def Once per turn, you can pay 1000 Life Points to destroy one face-up Monster your opponent controls. Mental Domination Normal Spell This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn. Also, some new stuff on the side: Rescue Operation Normal Trap This card can only be activated on the End Phase of a turn when a Monster(s) you control was destroyed. Select any number of your Monsters that were destroyed this turn up to the number of Monsters you control, then Special Summon all of the selected Monsters to your Field. Oh, and I know you think the royals are a...well, royal mess and all, Icha, but one last go. For old times' sake. XD Now in definitely...ahem, definite edition. Royal Fool Spellcaster/Effect 1 Star/Light 0 Atk / 0 Def When this card is summoned successfully, both players draw a card for each "Curran" or "Pikeru" Monster they control. While "Court of Nobles" is on your Field, you can switch control of this card to your opponent. Royal Exorcist Spellcaster/Effect 4 Star/Light 1600 Atk / 800 Def By discarding one card from your Hand, destroy one Special Summoned Monster your opponent controls. While "Court of Nobles" is on your Field, you can use this effect to negate the Special Summon of a Monster and destroy it instead. Royal Infiltrator Spellcaster/Effect 3 Star/Dark 1000 Atk / 1800 Def During your Main Phase, you can remove this card from play until the second Standby Phase after this effect's activation. If you do, check your opponent's Hand and every card he/she draws while this card is removed from play. Once during each of your opponent's Draw Phases, if "Court of Nobles" is on your Field while this card is removed by its own effect, you can have your opponent return the card he/she drew to the bottom of his/her Deck and draw again. Royal Treasurer Spellcaster/Effect 3 Star/Dark 1200 Atk / 1600 Def When this card is Normal Summoned successfully, draw a card. If "Court of Nobles" is on your Field, you can discard a card at random from your opponent's Hand instead. During your End Phase, if there are no cards in your Hand, draw a card. Queen Curran Spellcaster/Effect 8 Star/Dark 3000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one Trap Card from your Hand to the Graveyard and tributing "Princess Curran" on your Field. The activation and effect(s) of your Trap Cards can not be negated. Once per turn, you can inflict 800 Damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack. Queen Pikeru Spellcaster/Effect 8 Star/Light 3000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one other Spell Card from your Hand to the Graveyard and tributing "Princess Pikeru" on your Field. The activation and effect(s) of your Spell Cards can not be negated. Once per turn, you can gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack. Cureru the Grand Matriarch Spellcaster/Fusion/Effect 12 Star/Earth 3000 Atk/ 3000 Def Queen Curran + Queen pikeru While "Court of Nobles" is on your Field, this card can be Fusion Summoned without using "Polymerization". The activation and effect(s) of cards you control can not be negated. Once per turn, by skipping your Battle Phase, select one Monster your opponent controls and inflict Damage to your opponent equal to that Monster's Atk then gain Life Points equal to its Def. When this card would be destroyed, you can send one "Royal" Monster from your Hand or Field to the Graveyard instead. Okay, really, REALLY done this time. =D |
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(That reminds me, though...I need to go edit Kuso's deck for the new banlist.) |
I did one step better and made the card (with a generator xD but anyways) Click the names to see the card.
Name: Zigzagoon Attribute: Earth Level: 2 ATK: 500 DEF: 750 Rarity: Common [Beast / Pokemon / Effect] During your Draw Phase, before you draw, you can pay 500 Life Points to draw 2 cards instead of 1. Name: Ash Ketchum Attribute: Light Level: 3 ATK: 500 DEF: 500 Rarity: Ultra Rare [Warrior / Pokemon / Effect] If this card is destroyed and sent to the graveyard, Special Summon 1 Level 5 or lower "Pokemon" monster from your hand except "Ash Ketchum". If "Pikachu" is face-up on your side of the field, this card cannot be targeted by your opponent's Spell, Trap, Monster Effects and cannot be selected as an attack target. As long as this card is face-up on your side of the field, increase the ATK of "Pikachu" on your side of the field by 500 points. I've got more so if you want to see them, just look at my profile on deviantART ;) (username is skyshayminx) |
Time for an update! My Dream cards are being edited. here are some new ones!
Dream Lion Beast/Effect 4 stars/Earth ATK: 1800 DEF: 1200 Effect: When this card is destroyed, put one Dream Counter on 1 of your opponents monsters. This card gains 200 ATK when targeted for an attack. Dream Serpent Reptile/Effect 3 stars/Water ATK: 1200 DEF: 1000 Effect: When this card is destroyed by battle, put 1 Dream counter on 1 of your opponents monsters. When this card attacks, the opposing monster loses 500 ATK. Reawakened Normal Trap Effect: Place 3 Dream monsters from your graveyard back into your deck. Then shuffle your deck. Defensive Trance Continuous Trap Effect: Each time your opponent attacks, you may discard 1 Dream monster from your hand to the Graveyard to negate the attack. To keep this card on the field, you must pay 500 Life points each Standby Phase. If you don't, this card is destroyed. Bad Dreams Continuous Spell Effect: Your opponent loses 500 Life points for each Dream counter on their side of the field during each of their Standby Phases. I know these cards don't seem that good, but please give me criticism and ways to improve them. |
Zigzagoon: essentially an inferior Des Lacooda, on account of being a less supported type and having to stay face-up to get you that draw each turn. (not to mention that it costs you each time) Still, fair enough I suppose.
Ash Ketchum: Looks like a decent enough recruiter, though "Pokémon monster" is of course not an approved card subtype. :< Dream Lion: well, it's big enough to hold its own against basically any opening normal summon around right now, which is good. Still remains to be seen whether that counter effect has any real relevance, though. Dream Serpent: I preferred the lion. This one is just too liable to get killed on the counter-attack, though it has the marginal advantage of being able to soften a monster up by 500 points for a follow-up with a bigger monster. Still pretty iffy, though. Reawakened: Graveyard in the fourth for dream monsters. And it's slower. Meh, unless we have some very effective method for pulling these things back out from the deck again, I'll pass. Defensive Trance: Eww...no, just no. Losing an in-hand card to each attack is already bad, losing LP anyway because of maintenance is worse. No way am I touching this; I mean, even Fairy Box is better defense. Bad Dreams: And this would be what we do with the dream counters, huh? It's decent enough burn, but kind of unreliable since most of the stuff with counters on it can just be tributed away (or, in the case of gladiator beasts, tagged out) to get rid of the counters. We don't really have a way to spread those counters en-masse either. And Icha, cynicism does not suit you, no it does not. :< Cloudian - Hail Cloud Fairy/Effect 3 Star/Water 1200 Atk / 0 Def This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. When this card is Normal Summoned successfully, place one Fog Counter on it for each "Cloudian" Monster you control. By removing a Fog Counter from this card, inflict 400 Damage to your opponent. Cloudian - Hurricane Aqua/Effect 8 Star/Wind 1000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing all "Cloudian" Monsters you control. For each "Cloudian" Monster tributed this way, place two Fog Counters on this card. This card gains 500 Atk for each Fog Counter on it. This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. By removing two Fog Counters from this card, destroy one card your opponent controls. This effect can be activated on either player's turn. Fogblind Continuous Trap When a "Cloudian" Monster you control attacks, reduce the Atk and Def of the attacked Monster by 200 for each Fog Counter on it for Damage Calculation only. By removing a Fog Counter from a Monster your opponent controls, negate one attack or targeting effect from that Monster. Cloud Castle Field Spell All Battle Damage you would receive from Battles involving a "Cloudian" Monster you control becomes zero. Whenever a "Cloudian" Monster is summoned successfully, distribute two Fog Counters among face-up Monsters on the Field. When this card is destroyed, you can remove four Fog Counters from your Field to return this card to your Hand on the End phase. |
Time for more Sleep and Dreams!
Sleep Wizard Spellcaster/Effect 4 stars/Dark ATK 1000 DEF: 1400 Effect: When this card is destroyed by battle, you may add any Dream monster from your deck to your hand. Whilst this card is on the field, Once per turn you may select one monster with Dream counters on it. That monster cannot attack until your next Standby Phase.. Dream Phantom Zombie/Effect 3stars/Dark ATK: 300 DEF: 200 Effect: This card cannot be destroyed by battle. When this card is destroyed, put one Dream counter on all of your opponents monsters. Recurring Dream Continuous Spell Effect: Once per turn, during your Standby Phase, you may place one Dream Counter on one of your opponents monsters. Time for a better, upgraded Defense Trance. Defensive Trance Continuous Trap Effect: Each time your opponent attacks, if the opposing monster has a Dream Counter equipped, you may remove one Dream Counter from that monster to negate the attack. That should be better, please criticise however you want. |
Just think of panda anthromorphs with taut toned bodies ripped like hawtness itself. x3
Monster Cards: Name: Pandawa Brawler Attribute: FIRE Type: Beast-Warrior Level: 4 ATK: 2100 DEF: 700 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to destroy 1 monster on the field. On the turn this card is activated, this card cannot attack. Name: Pandawa Shaman Attribute: DARK Type: Spellcaster Level: 6 ATK: 1400 DEF: 2200 Effect: When this card is Normal Summoned or Flip Summoned successfully, add as many "Hip Flask" from your Graveyard to your Deck. Name: Pandawa Dancer Attribute: LIGHT Type: Beast-Warrior Level: 3 ATK: 300 DEF: 1100 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to Special Summon 1 "Pandawa" monster from your hand. The Special Summoned monster is returned to the Deck at the end of the turn. Name: Pandawa Priestess Attribute: EARTH Type: Psychic Level: 4 ATK: 1000 DEF: 1600 Effect: During the End Phase, you can pay 500 Life Points to add 1 "Hip Flask" from your Graveyard to your Deck. Name: Pandawa Shooter Attribute: WIND Type: Beast-Warrior Level: 5 ATK: 1900 DEF: 1200 Effect: Discard 1 "Hip Flask" from your Deck to the Graveyard. Until the end of the turn, this card cannot be destroyed by battle. Name: Pandawa Scout Attribute: EARTH Type: Beast-Warrior Level: 3 ATK: 700 DEF: 200 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to add 1 "Pandawa" monster from your Deck to your hand. Name: Pandawa Forger Attribute: EARTH Type: Beast-Warrior Level: 4 ATK: 700 DEF: 1600 Effect: When this card is Normal Summoned or Flip Summoned successfully, send any number of "Hip Flask"s from your Deck to the Graveyard to add the same number of Spell Cards from your Deck to your hand. Name: Pandawa Sage Attribute: FIRE Type: Beast-Warrior Level: 7 ATK: 2300 DEF: 1700 Effect: You can Special Summon this card from your hand by sending 2 "Hip Flask" from your Deck to the Graveyard. Spell Cards: Name: Root Hatchet Type: Equip Effect: This card can only be equipped to a "Pandawa" monster. When a monster equipped with this card attacks your opponent's monster, it must attack any monster in the adjacent columns to the attacked monster. Name: Hip Flask Type: Normal Effect: The ATK of all "Pandawa" monsters on the field becomes 2000 until the end of the turn. Then take 500 damage for each monster affected by this card's effect. Name: Reckless Hour Type: Normal Effect: Add any number of "Hip Flask" from your hand or Graveyard to your Deck. Take 500 damage for each card returned by this effect. Trap Cards: Name: Bamboo Shoots Type: Counter Effect: Decrease all damage (excluding Battle Damage) to the controller of this card by 500 points for each "Hip Flask" in your Graveyard. Name: Shoulder Barrel Type: Normal Effect: Tribute 1 "Pandawa" monster on your side of the field to add 2 "Hip Flask" from your Graveyard to your Deck. |
Sleep Wizard: So...searcher but not recruiter. Usable all the same, though. The attack negation thing isn't anything to call home about, however, so don't expect this to live for long. :x
Dream Phantom: So it's like reaper except without targeting weak and hand discard? Nice, especially since wizard will insta-search it for you. Recurring Dream: Okayish counter spread, I suppose, but unfortunately the timing means that whatever your opponent summons will get to spend one turn free of counters no matter what. That could cause trouble. Defensive Trance: Looks a lot like Fogblind except weaker. XD Anyway, that's 'on it' rather than 'equipped' since only equip spells and cards simulating equip spells are equipped. Decent enough attack stopper I suppose, but it kind of creates a conflict of interests since we'd probably want to keep those counters around. @Phani: Pandawas? XD Gawd, these have me thinking pandaren from the Warcraft universe, right down to the blatant alcohol abuse. Alright, let's see... Pandawa Brawler: Nice, but too strong. The cap for penaltiless 4-star is still gene-warped warwolf's 2000 points. This card can also go all monster destruction on...anything, really, and the combination of low defense and high attack makes it relatively safe against both Fissure and Smashing Ground. I'd say drop it down to like 1900 or 1800 Atk at least. Pandawa Shaman: As many as...what? As many as you like/can, I presume? You need to finish that effect. Anyway, fueling the effects with spent flasks, I see. Worthwhile ability, though I'm not sure whether I'd want to tribute another pandawan for this. Oh well, worth consideration, certainly. Pandawa Dancer: ah, if only shaman would trigger on special summons. D: This one could get away with summoning from the deck, imo. The card goes back there anyway and summoning stuff from your hand is hardly an extaordinary ability anymore. Dancer is frail too, so you're putting yourself at risk of a nasty counter-attack when playing this. Pandawa Priestess: a slightly easier way to recur those flasks, though keeping this one around for any longer than a turn or two will be a chore. Also plays into the psychic type thematic of LP cost effects, so cheers for that. Pandawa Shooter: I'd either buff this up or drop the atk by a few hundred and make it 4-stars. We have Gellenduo these days already, so conditional invulnerability is not restricted to the puny anymore. Pandawa Scout: yay searchers. This generates some pretty neat CA and let's you pull of all kinds of fun tricks. (One that comes to mind is searching out sage then letting sage use the last two flasks to get naughty) Pandawa Forger: As much as I'd like to have something like this...no. This is a potential +2 CA and three spells of choice from your deck, all for one easily summoned monster. It's just too easily exploitable. Maybe make it put the spell at the top of the deck instead? Or attach some kind of penalty/condition to using the spells you search? I like the idea, but this one is a bit too much. :x Pandawa Sage: emergency beatstick for the set. Handy, since you can drop it at virtually any point of the game. Root Hatchet: a bit of multi-attacking senet fun. Looks decent, though this will probably only work once before your opponent learns their lesson and starts spacing out their monster card zone. Maybe throw in a small attack boost or something? As it is, these poor guys have no way to get past Prime Material Dragon. Hip Flask: The fuel for the decktype, and it turns any combination of four Pandawa into a potential OTKO, but actually weakens some of them. I like. :3 Reckless Hour: another way to put those flasks back. I'm a bit partial to using Hidden Book of Spell or Transmigration Prophecy over this, though, as you'll usually want to use your flask first and then just recur it from the graveyard instead. Still, this definitely comes in handy. Bamboo Shoots: More like a normal trap, imo, since it doesn't respond to any specific effect. Pass on this one. If you run anti-burn you might as well run it big and all-covering (such as Prime Material) Shoulder Barrel: Hidden Book of Spell trumps this; that one cycles any three spells back to your deck without tribute. I'd say just make this require a Pandawa on the field without the tribute part, at least. :3 These...look fun, actually. Probably not competitive tier, but fun. x3 Anyways, something...very specific this time around. XD Moisture Condensor Continuous Spell Once per turn, add one Level 2 or lower Water Attribute Aqua Type Monster from your Graveyard to your Hand. Oh, what the heck, a couple of guys to take advantage of it too. x3 Aquarian Deformer Aqua/Effect 6 Star/Water 1400 Atk / 2200 Def When this card is Normal Summoned successfully, destroy any number of face-down cards on the Field. For each card destroyed by this effect, the controller of that card draws a card. Aquarian Dusk Aqua/Effect 2 Star/Water 700 Atk / 200 Def When this card is Normal Summoned successfully, turn one face-up card your opponent controls face-down. Your opponent can not flip that card face-up until the end of this turn. Aquarian Empath Aqua/Effect 1 Star/Water 200 Atk / 300 Def When your opponent designates 1 "Aquarian" monster on your side of the field as a target of an attack or card effect, you can switch the target to another monster you control. Aquarian Mind Aqua/Effect 1 Star/Water 100 atk / 200 Def All "Aquarian" Monsters you control can attack your opponent directly. Aquarian Phobocaster Aqua/Effect 2 Star/Water 500 Atk / 200 Def When this card is Normal Summoned successfully, return one face-down card your opponent controls to the top of the owner's Deck. Aquarian Pod Caller Aqua/Effect 2 Star/Water 400 Atk / 200 Def Once per turn, you can Normal Summon one additional "Aquarian" Monster other than "Aquarian Pod Caller" from your Hand. |
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Moisture Condenser: ...Yeeeaah, way too specific here. Aquarian Deformer: Uhh...not sure on this one. Mobius could probably trump it at least 9 times out of 10, and aside from Appropriate (which I do know would work) or face-down monsters that you could just Nobleman anyway, the effect doesn't really make up for the Tribute and subpar stats. Aquarian Dusk: So face-down Attack Position or switching it to Defense? You forgot to mention Battle Positions. XP Unfortunately, though...even with the low DEF most beatsticks have, this thing still has too small an ATK to break through most of them. Without some way to bounce it back, you're leaving yourself open for a near-direct swing, too. Most S/Ts would be face-up just for activation, anyway, so that doesn't help. Book of Moon would probably work better. Aquarian Empath: Mmm...decent protection for the monsters, yes, but...you would need something else to "absorb" the effect...which I'm not seeing here. Aquarian Mind: Okay, remember the bouncing thing I mentioned for Dusk (rhetorical question--don't bother answering)? This + Begone, Knave! would work pretty well. Aquarian Phobocaster: This is actually pretty decent. A Raiza spin nerfed down a bit and placed in a much smaller body. You could pull a nasty combo with this and Dusk...if you could only summon them both at onc-- Aquarian Pod Caller: Speak of the devil, look what we have here. Toss this and the Mind combo out once you've otherwise taken some good shots at your opponent's CA, then just keep tossing out Phobocaster and Dusk. Then either keep doing it over and over or tribute for something bigger when your opponent decides not to bother playing anything. |
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... Or would you accept it as a final version if I did? XD Quote:
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Oh, and Wetlands, anyone? Does getting to pump all these little suckers with 1200 Atk apiece make them sound a bit more viable? x3 Quote:
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Oh, and on that note: Aquarian Cerebremone Aqua/Effect 6 Star/Water 1700 Atk / 2100 Def This card can not be Special Summoned. During each of your Draw Phases, before drawing a card, pick up a number of cards equal to the number of "Aquarian" Monsters you control from the top of your Deck then put them back in any order you wish. Aquarian Command Aqua/Tuner/Effect 2 Star/Water 100 Atk / 400 Def Increase the Atk of each "Aquarian" Monster you control by 500. Aquarian Foil Aqua/Effect 1 Star/Water 200 Atk / 600 Def All Battle Damage you would receive from Battles involving an "Aquarian" Monster you control becomes zero. Aquarian Inflamer Aqua/Effect 2 Star/Water 500 Atk / 500 Def Each time an "Aquarian" Monster you control Battles, even if that Monster is destroyed, inflict 500 Damage to your opponent at the end of the Damage Step. Aquarian Rejuvenator Aqua/Tuner/Effect 1 Star/Water 200 Atk / 100 Def Once per turn, you can add one "Aquarian" Monster that was destroyed this turn from your Graveyard to your Hand. Aquarian Genesis Normal Spell Remove one "Aquarian" Monster in your Graveyard from play. Add any number of "Aquarian" Monsters with a combined Level equal to the Level of the removed Monster from your Graveyard to your Hand. Then, by paying 800 Life Points, you can Normal Summon one additional "Aquarian" Monster from your Hand this turn. Tidal Counter Normal Trap Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy one of your opponent's monsters for each of your Water Attribute Monsters that was destroyed by Battle this turn. |
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Oh, and that's only for the small, irrelevant Atk boosts. Here we're talking one that can be up to five times the recipient's original attack power. That's not insgnificant or irrelevant anymore. Quote:
Aquarian Cerebremone Aqua/Effect 6 Star/Water 1200 Atk / 1900 Def When this card is Normal Summoned successfully, draw until the number of cards in your Hand is equal to the number of "Aquarian" Monsters you control. Tidal Counter Normal Trap Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy all of your opponent's Monsters that destroyed one or more of your Water Attribute Monsters this turn. Better now? And you know what, I'm going to go ahead and unleash the parallel royals too while I'm at it. Have at thee. >O Royal Chancellor of the Magical Kingdom Spellcaster/Effect 5 Star/Light 1400 Atk / 1900 Def When this card is Tribute Summoned successfully, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it. Royal Marksman of the Magical Kingdom Warrior/Effect 3 Star/Wind 500 Atk / 1000 Def This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent, place one Spell Counter on it at the end of the Damage Step. This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard. Royal Messenger of the Magical Kingdom Spellcaster/Effect 3 Star/Light 1000 Atk / 800 Def Each time a Monster is summoned successfully, place two Spell Counters on this card (maximum 8). This card gains 200 Atk for each Spell Counter on it. By removing up to eight Spell Counters from this card, add one "Curran", "Pikeru", or "Royal" Monster with a Level equal to the number counters you removed from your Deck to your Hand. Royal Jester of the Magical Kingdom Spellcaster/Effect 1 Star/Light 0 Atk / 0 Def When this card is summoned successfully, redistribute all Spell Counters on the Field in any manner you like. By removing four Spell Counters from this card, switch control of this card and a Monster your opponent controls. Royal Seer of the Magical Kingdom Spellcaster/Effect 4 Star/Light 1200 Atk / 1800 Def Whenever a Spell Card is activated, place one Spell Counter on this card. This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, destroy one Spell or Trap card on the Field. Royal Treasurer of the Magical Kingdom Spellcaster/Effect 3 Star/Dark 1000 Atk / 1500 Def Place one Spell Counter on this card for each card you draw outside of your Draw Phase. This card gains 300 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it. Royal Watchbeast of the Magical Kingdom Beast Warrior/Effect 4 Star/Earth 1600 Atk / 1800 Def By sending this card from your Hand to the Graveyard, add one "Magical Kingdom" from your Deck to your Hand. During each of your End Phases, if "Magical Kingdom" is on your Field, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing one Spell Counter from this card, negate the destruction of "Magical Kingdom" once. Magical Kingdom Field Spell This card is also treated as "Court of Nobles". Each time a "Curran", "Pikeru" or "Royal" Monster is summoned successfully, place one Spell Counter on this card (maximum 10). By removing one Spell Counter from this card, add a Spell Card designating a "Curran", "Pikeru", or "Royal" Monster in its card effect from your Deck to the top of your Deck. By removing three Spell Counters from this card and tributing one Level 4 or lower "Curran" or "Pikeru" Monster you control, Special Summon one "Curran" or "Pikeru" Monster with the same Attribute as and twice the Level of the tributed Monster from your Hand or Deck, ignoring summoning conditions. Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD |
I made some more Venom cards on another forum for fun.
I'll post them here. Venom Asp ( 4 Stars / EARTH / Reptile / Effect Monster ) 1300 / 500 You can discard this card to add 1 "Venom Swamp" from your Deck to your Hand. Venom Rattler ( 2 Stars / EARTH / Reptile / Effect Monster ) 200 / 200 While this card is in your Graveyard, once per turn, you may send 1 Reptile monster from your Deck to your Graveyard. Venom Python ( 4 Stars / EARTH / Reptile / Effect Monster ) 800 / 1700 Once per turn, you may flip this card into face-down Defense position. When this card is flipped face-up, place 1 Venom Counter on a face-up monster your opponent controls. Venom Hydra ( 7 Stars / DARK / Reptile / Fusion / Effect Monster ) ? / 0 Venom Snake + Any amount of Reptile-type monster(s) When this card is Fusion Summoned, for each monster used as a Fusion Material for the Fusion Summon of this card, distribute Venom Counter(s) amongst your opponent's face-up monster(s). The original ATK of this card becomes 300 x the number of Fusion Material cards used to Fusion Summon it. ^ wtb Future Fusion? Legend of the Ouroboros Normal Spell (Some cost) Return all Reptile-type monsters in your Graveyard to your Deck. Return all removed from play Reptile-type monsters to your Graveyard. |
Time for Dreamland once again!
Dreams of Prosperity Normal Spell If you control a Dream monster, draw 2 cards from your deck. Dream Drain Continuous Trap All monsters on the field lose 300 ATK for each Dream Counter on them. Each turn, you may destroy 1 monster with Dream Counters on them. If you do, you cannot attack this turn. Dream Sprite Fairy/Effect 3 stars/Light ATK: 1000 DEF: 1000 Effect: When this card is destroyed, place 1 Dream Counter on 1 of your opponents monsters and Special Summon 1 Dream Monster with 1500 ATK or less from your deck in either face-up attack or face-down Defense Mode. |
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Venom Asp: Everyone needs their field searchers. :3
Venom Rattler: Ohh...speed up dump to make that big Venominon/Ananta you always wanted. Nice, and certainly far preferable to stuff like Snake Rain. ^^ Venom Python: again, this looks like a step in the right direction. With venom swamp out, getting past this thing is a lot trickier than it looks like. Too bad Ambush Fangs can't protect it since it's face-down. Still, it's certainly a far more workable venom monster than what we've seen thus far. Legend of the Ouroboros: Again, the first thought I get is Ananta. So we use Rattler and whatever other dump methods we have at our disposal to drop a huge pile of reptiles in our graveyard, remove them for a huge beater, and then play this to get the fruits all of our hard labor back and ready to be used by Venominon should we need it. And speaking of venominon, this also keeps his attack power from going too low if we need to keep reviving him. But yeah, some kind of cost is probably in order. Maybe a little LP price tag or something? Like maybe 300 or 200 LP for each reptile we put back in our graveyard? Dreams of Prosperity: Slightly conditional Pot of Greed, which makes it instantly broken. You need to have it do something that keeps it from being instant free CA, like have it discard a card from your hand or return it to the deck, or possibly have some kind of activation requirement besides having a dream monster to slow it down. Dream Drain: okay attack dropper, I suppose, especially given that a number of the dream monsters are quite bulky. The second effect is pretty desperate, but it might help out in a really bad pinch. Dream Sprite: recruiter for the set. Definitely something to run in threes if you plan on using these guys. Quote:
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Royal Chancellor of the Magical Kingdom Spellcaster/Effect 5 Star/Light 1400 Atk / 1900 Def If this card is Tribute Summoned by tributing a "Curran", "Pikeru", or "Royal" Monster, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it. Royal Marksman of the Magical Kingdom Warrior/Effect 3 Star/Wind 500 Atk / 1000 Def This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent as the result of a direct attack, place one Spell Counter on it at the end of the Damage Step (maximum 5). This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard. Royal Treasurer of the Magical Kingdom Spellcaster/Effect 3 Star/Dark 1000 Atk / 1500 Def Each time a player draws a card(s) outside of their Draw Phase, place a Spell Counter on this card. (maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it. And now, the rest. >D Royal Chevalier of the Magical Kingdom Warrior/Effect 6 Star/Light 1600 Atk/1900 Def While you control a "Curran" or "Pikeru" Monster, this card can be Normal Summoned without tribute. At the end of each of your Battle Phases, place one Spell Counter on this card (maximum 3). This card gains 400 Atk for each Spell Counter on it. At the beginning of a Battle Phase, you can remove one Spell Counter from this card. If you do,your opponent can not activate any card effects until the end of that Battle Phase. Royal Chronicler of the Magical Kingdom Spellcaster/Effect 2 Star/Water 800 Atk / 1400 Def Whenever a card(s) is sent to your Graveyard, place one Spell Counter on this card (maximum 6). This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, return one card from your Graveyard to your Deck and shuffle it. Royal Field Judge of the Magical Kingdom Warrior/Effect 4 Star/Fire 1600 Atk / 800 Def Each time an Effect Monster your opponent controls is destroyed, place one Spell Counter on this card. (Maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing one Spell Counter from this card, select one Monster your opponent controls. Until the end of this turn, all Effects of that Monster are negated. Royal Shieldbearer of the Magical Kingdom Warrior/Effect 4 Star/Earth 1400 Atk / 1700 Def When this card is summoned successfully, you can switch it into Defense Position. Each time your opponent declares an attack, place one Spell Counter on this card. (Maximum 5) This card gains 300 Def for each Spell Counter on it. By removing a Spell Counter from this card, you can switch the target of any attack or card effect to this card. Royal Signet Ring Equip Spell This card can only be equipped to a "Curran" or "Pikeru" Monster. While on the Field, this card is also treated as "Court of Nobles". Once per turn, you can distribute up to Two Spell Counters among "Royal" Monsters that can have Spell Counters on them. By sending this card to the Graveyard, negate the activation and effect of a card that targets the equipped Monster and destroy it. |
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Monster Cards: Name: XIII - Aerial Blades Attribute: LIGHT Type: Machine/Synchro Level: 6 ATK: 2100 DEF: 2100 Effect: 1 Tuner + 1 Machine-Type non-Tuner monster During your Standby Phase, send from the top of your Deck any number of cards to the Graveyard (max. 3). This card can attack by an amount equal to the number of cards discarded by this effect. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks. Name: XIII - Gun Arrows Attribute: DARK Type: Machine Level: 3 ATK: 1350 DEF: 600 Effect: Any Battle Damage to your opponent involving this card is halved and he/she sends the top card from their Deck to the Graveyard. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Ginsu Attribute: WIND Type: Machine/Synchro Level: 6 ATK: 2300 DEF: 2250 Effect: 1 Tuner + 1 Machine-Type non-Tuner monster If a Spell or Trap Card(s) would be activated during the Battle Phase of a battle involving this card, negate its effect and return it to the top of its respective Deck. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks. Name: XIII - Tower Shield Attribute: WATER Type: Machine Level: 5 ATK: 0 DEF: 2200 Effect: You can Normal Summon this card without a Tribute. If you do, this card's effect is negated. If a WATER monster would be destroyed by battle, you can send the top card from your Deck to the Graveyard. If you do, the monster is not destroyed. (Damage calculation is applied normally.) During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Chakrams Attribute: FIRE Type: Machine/Tuner Level: 2 ATK: 750 DEF: 400 Effect: If 1 or more cards were sent from your Deck to the Graveyard during the turn this card was summoned, treat the Level of this card as 3. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Sitar Attribute: WATER Type: Machine/Tuner Level: 2 ATK: 250 DEF: 250 Effect: When this card is Normal Summoned (Including Flip Summoned) successfully, send 2 cards from the top of your Deck to the Graveyard to Special Summon 2 "Dancing Water Token"s (Aqua-Type/WATER/Level 4/ATK 1000/DEF 1000). As long as this card remains face-up on the field, your opponent cannot attack another monster on your side of the field except for "Dancing Water Token"s. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Claymores Attribute: LIGHT Type: Machine/Tuner Level: 1 ATK: 100 DEF: 0 Effect: Once per turn, you can send the top card from your Deck to the Graveyard to have this card attack your opponent directly. Each time this card successfully attacks directly, it gains 1000 ATK. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Kunai Attribute: LIGHT Type: Machine Level: 3 ATK: 1200 DEF: 350 Effect: Send the top card from your Deck to the Graveyard to activate this card's effect. Reduce the ATK of all LIGHT monsters on the field by 800 until the end of the turn (excluding this card). During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Spell Cards: Name: Castle Oblivion Type: Field Effect: Each time a Monster Card is sent from the field to the Graveyard, the controller of that monster discards 1 card from the top of his/her Deck. Trap Cards: Name: Chain of Memories Type: Normal Effect: If 3 or more cards were sent from your Deck to the Graveyard this turn, your opponent must discard the same amount of cards from the top of his/her Deck. Despite the obvious 3rd party reference, if these weapons make it, another certain NPC shall be equipping them and quite soon... Hopefully~ *dies and sleeps* |
XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:
"Once per turn, you can send up to three cards from the top of your Deck to the Graveyard. This card can attack a number of your opponent's Monsters equal to the number of cards sent to the Graveyard by this effect. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck." Also, as it is you are only allowed to synchro summon this with two monsters, one tuner and one non-tuner, no more, no less. Is this inentional? If not, then you'll want to change the synchro materials to "Any Tuner Monster + Any Machine Type non-Tuner Monster(s) XIII - Gun Arrows: you can drop the damage reduction, as this thing is pretty puny anyway. Besides, the summon is compulsory and locks down the normal summon or set of something bigger you probably would have wanted next turn, so I'd say it's pretty balanced. XIII - Ginsu: I'm...not quite sure what you aimed for here. Did you mean, apply this effect if a spell is activated when Ginsu, specifically, battles? If so, then that should probably be "If a Spell or Trap Card is activated during Damage Calculation in a battle involving this card, negate the effect of that card and return it to the top of the owner's Deck". Kind of...very specific effect; shuts down Shrink and emergency LR tricks, but that's about it, and your opponent can still activate those things before reaching the damage step, so it's kind of not a very useful effect, especially since the same synchro material could give us Aerial Blades instead. I'd say extend the favor to cover battle phases as a whole. XIII - Tower Shield: Hmm...no tributeless set? Guess we're not playing this a lot in that way, then, not unless we're ready to synchro summon immediately. Anyway, the effect is useful enough, though I almost find myself wishing it would cover effect destruction too. (Balance? Who cares about balance? XDDD) Nice for a water-heavy deck, even though there aren't very many within this archetype that benefit. XIII - Chakrams: With this archetype, that basically means this is always three stars. This + Gun Arrows is instant access to both synchros, as is this without the level boost and one of the Sitar's tokens. But then, tuning is just about all this is good for, so fair enough. XIII - Sitar: so makes me wish those tokens were machine type. Would have been instant synchro summon again. Well, it's still a free Goyo Guardian and the tokens also combo nicely with Tower Shield, creating a battle phase lock of sorts. Definitely worth having around. XIII - Claymores: Raging Flame Sprite with bells and whistles. If we get that aforementioned battle phase lock up, this thing can kill in a couple of turns. If we don't, we can still try to tune it with something. Oh, and it's Machine Duplication friendly too, and unlike Sitar it can also draw full benefit from it. Definitely a keeper for these. XIII - Kunai: Eww...we're cutting our own attack power? D: The effect will rarely be useful (unless we want to Machine Dupe this, since cutting it down to 400 for a turn would let us get away with it) and it's hardly stellar in attack power. Level can synch with Chakram, but that's about it. Probably not a prime pick. Maybe make the attack drop a bit less...exclusive? Castle Oblivion: Any help in pumping these little guys into the graveyard is welcome. Unfortunately, they're quite liable to mill this right into the graveyard as they go. XD Chain of Memories: This could be continuous, imo. That way it would serve as a nifty pressure card in the deck. Especially if our opponent's are self-milling too. (Lightsworn, I'm looking at youuuu!) Well, these are pretty interesting. Once you get going, you probably won't be normal summoning or setting once, but the low attack power on these little guys might cause problems. Obvious Lightsworn synergy here, so you will probably want to run Jain and Wulf for the muscle, and Ryko and Lyla for destruction effect. Those would also let you get away with running Solar Recharge as a deck-thinner and just generally pump up your self-milling to keep that field filled up. Pot of Avarice also deserves a try at least, as getting those five monsters in the graveyard shouldn't be a very big requirement, and once they get there you'll want them back in the deck to be discarded again anyway. Oh, and you could also try Quillbolt Hedgehog as it's machine and works with the tuners. Card Trooper is a practical must here too. Overall, it looks like a first synchro-committed archetype. (Okay, not counting bio-tech) These guys swarm pretty easily, but aside from Claymores they have trouble actually dealing damage, so you'll want to tune them up as often as possible to put more big beaters on the field than your opponent can deal with. Despite the potential for crazy swarming, I can also this deck getting some really horrible draws, and that compulsory loss of your normal summon can really bite you sometimes, so I'd say it evens out. Aerial Blades was the only one I could really classify as broken here and even that is hardly beyond repair. :3 Darkshine Angel Fairy/Effect 4 Star/Dark 1850 Atk / 1200 Def When this card destroys a Monster by Battle, you can Special Summon that Monster from your opponent's Graveyard to his/her Field at the end of the Battle Phase. If you do, inflict Damage to your opponent equal to the Atk of the monster Special Summoned by this effect. Just a small taste. *Grins evilly* |
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I-I'll hold out... a little... longer. *flatlines* |
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Scenario one: your opponent can react to Ginsu attacking Cyber Dragon with Shrink in the damage step, (since case Ginsu will not have battled yet) and wipe it out. Enemy Controller can't save your butt here since battle positions for this battle have already been determined. If you choose to sick both on Gyroid, your opponent can not react to Gun Arrows (and thus destroy it) because Ginsu's effect would have applied itself for the remainder of the battle phase. Your opponent can still react to Ginsu attacking Gyroid, but won't be able to get rid of it as half of Ginsu's Atk (1150) is still higher than Gyroid's 1000. Scenario two: your opponent can still react to Ginsu attacking Cyber Dragon, but they have to flip Shrink early (in response to the declaration), allowing you to chain Enemy Controller and either turn Cyber Dragon into defense or tribute Gun Arrows to steal Cyber Dragon and cause a replay, both scenarios saving Ginsu from destruction. Regardless of what you and your opponent do or don't do, Gun Arrows is still free to rip Gyroid a new one as long as Ginsu went first. Scenario three: Ginsu is protected just like in scenario two, but your opponent can still decide to kill off Gun Arrows with impunity if it choses to attack Gyroid, as this battle would not involve Ginsu and would fall outside of its protection effect. Scenario four: Your opponent's set card is unable to serve as anything but lukewarm stall, because unless they flip it on the Main Phase Ginsu will just spin it away. Erm...I hope this clarified? XD Anyway, I'd say make it a different level than Air Blades to give this guys a bit more options in tuning and lessen the rivalry. :3 As for the purpose of my little angel...hee...well, suffice to say that it's always nice to have a spare thematic or two to lean back on. XD Darkshine Envoy Fairy/Effect 4 Star/Dark 1600 Atk / 800 Def When this card is summoned successfully, add one "Darkshine" Monster from your Deck to your Hand and your opponent adds one Monster Card from their Deck to their Hand. Darkshine Leash Fairy/Effect 2 Star/Dark 800 Atk / 600 Def When this card Attacks a Monster your opponent controls and is destroyed by Battle, it becomes an Equip Spell card equipped to that Monster. A Monster equipped with this card can not be offered as tribute. In addition, this card gains one of the following effects (you decide which). - The equipped Monster is forced into Defense Position and can not activate or apply any of its card effects. During each of your opponent's Standby Phases, increase your opponent's Life Points by the Atk of the equipped Monster. - The equipped Monster is forced into Attack Position. During each of your Standby Phases, lose Life Points equal to half the equipped Monster's Atk and control of the equipped Monster is switched to you until the end of the turn. Darkshine Mirror Fairy/Effect 1 Star/Dark 0 Atk / 1900 Def This Attack Position card can not be destroyed. Whenever you would receive Battle Damage from a Battle involving this card, that damage becomes zero and your opponent gains Life Points equal to the amount of Damage you would have received instead. Darkshine Watcher Fairy/Effect 3 Star/Dark 1150 Atk / 1300 Def Once per turn, by paying 1000 Life Points, select one Normal Trap Card in your opponent's Graveyard and activate its effect. (the timing of the card must still be met) After this effect resolves, the card you selected is added to your opponent's Hand. Darkshine Blaze Continuous Spell When this card is activated, your opponent gains 1000 Life Points for each "Darkshine" card you control. During each of your Standby Phases, inflict 500 Damage to your opponent for every 1000 Life Points they gained from this effect. Darkshine Beacon Normal Spell Add one card from your Graveyard to the top of your Deck. Your opponent adds one card from their Graveyard to their Hand. Darkshine Renewal Continuous Spell During each End Phase, gain Life Points equal to the amount of Life Points your opponent gained this turn. Yeah, pretty weird set, but I'm fairly confident we don't have any actual theme pulling in this direction yet. XD Will add more to it later. |
Another Card in my Pokemon series.
Name: Pokemon Stadium Field Spell Downgrade all "Pokemon" monsters in both players hands and on the field by 1 Level. Increase the ATK and DEF of all "Pokemon" monsters by 300 points. I've yet to do this one but here is Arceus: Name: Arceus Attribute: Light Level: 10 ATK: 3000 DEF: 3000 Rarity: Secret Rare [Beast / Pokemon / Effect] This card cannot be Special Summoned. This card can only be Normal Summoned or Set by offering 3 monsters as a tribute. During your Standby Phase, you must pay 700 Life Points to keep this card in play, if you cannot, this card is removed from play. If this card is face-up on your side of the field and the following cards are in your hand: "Zap Plate", "Dread Plate", "Flame Plate", "Splash Plate", "Sky Plate" and "Earth Plate", you win the duel. Yeah it's not much but... Oh and what are Synchro Monsters? I guess I haven't been updating on current cards... |
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"During each of your Battle Phases, if your opponent would activate a Spell or Trap Card, negate the effect of that card and return it to the top of his/her Deck. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck." Quote:
If that was a little hard to understand, just go here to read more about them. :3 |
... Dream monster post again! Time for:
Dream Sanctuary Field Spell Effect: Whilst this card is on the field, all Dream monsters gain 500 ATK. This card gains a Spell Counter each time a Dream monster is Normal Summoned. When a Dream monster is destroyed, you may Special Summon it back from the Graveyard by removing one Spell Counter from this card. |
Pokémon stadium: Fine, except that "Pokémon" Monster with those quotation marks is shorthand for 'Monster with "Pokémon" in its name', and none of those cards have 'pokémon' in their names so that card doesn't affect anything. :\
Arceus: um...yay for super-specific win condition? Seriously, this is even worse than trying to assemble Exodia, and we all know how hard that is. D: Dream Sanctuary: Broken as heck. As it is, any of those that you summon has at least two lives. And that's not counting the beatstick Atks they hit, and the whole dream counter jazz, and...I'll just stop here. Needs revision. :< Oh, and just to round something else off. Noblesse Oblige (revised) Normal Spell Return one card from your Hand to your Deck. Add one "Curran", "Pikeru", or "Royal" Monster from your Deck or Graveyard to your Hand. While you control a "Curran" or "Pikeru" Monster, you do not need to return a card to your Deck. |
Trying to make more synergy for my Alchemy Archetype.
The base is on Tributes / Attribute Change. Needs balancing since it's only beginning brainstorm. Koleros Quick-Play Spell Increase the ATK of 1 face-up monster you control by 500 points until the End Phase. This card is treated as a FIRE-type monster while it is in the Graveyard. Sanguinus Quick-Play Spell Change the battle position of one face-up monster on the field. This card is treated as a WIND-type monster while it is in the Graveyard. Melankas Normal Trap Decrease the ATK of 1 face-up monster by 100 x its level until the End Phase. This card is treated as a EARTH-type monster while it is in the Graveyard. Flemia Equip Spell A monster equipped with this card is unaffected by effects that change its ATK or DEF. During your Main Phase, you can send this face-up card to the Graveyard. This card is treated as a WATER-type monster while it is in the Graveyard. Berith, Alchemic Fiend ( 5 Stars / WIND / Fiend / Effect Monster) 1900 / 1200 When this card is Summoned, select an Attribute. This card gains the selected Attribute. During your Main Phase, you can tribute this face-up card to Special Summon 1 monster from your Graveyard that shares the same Attribute as this card but has fewer stars. Hydrargyrum ( 4 Stars / WATER / Aqua / Effect Monster ) 600 / 600 Tribute 1 monster on your side of the field to quadruple the original ATK of this monster until the End Phase. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon it during your next Standby Phase in Defense Position. If this card was Special Summoned as a result of its own effect, it cannot change battle positions, except with a card effect. Salinas the Solid ( 3 Stars / EARTH / Rock / Effect Monster ) 0 / 2000 Once per turn, select 1 Monster on your side of the field and 1 Attribute. The selected monster cannot declare an attack this turn. Special Summon 1 "Saline Token" to your side of the field. The "Saline Token" has the same level / ATK / DEF as the selected monster and has the same Attribute as the one chosen. Brimstone Beast ( 4 Stars / FIRE / Pyro / Effect Monster ) 1400 / 1700 Tribute this face-up card and remove 1 Monster card in your Graveyard from play to add 1 Monster card from your Deck that shares an Attribute with the card removed. If this card was Tributed for its own effect, Special Summon it during your next Standby Phase. Paracelsus ( 2 Stars / WATER / Spellcaster / Effect Monster ) 0 / 1100 If you control a face-up level 3 Monster, you can Tribute it to Special Summon this card from your Graveyard or Hand. If this card was Special Summoned, inflict 400 damage to your opponent's life points. Tribute this face-up card to inflict 400 points of damage to your opponent. Philosopher's Stone Continuous Spell Whenever a monster is Tributed, inflict 500 points of damage to your opponent's life points and increase your life points by 500. Lead Golem ( 1 Star / EARTH / Rock / Effect Monster ) 0 / 0 When this card is sent to the Graveyard, Special Summon 1 "Lead Golem" from your Deck in Attack Position. Aurum Golem ( 8 Stars / FIRE / Rock / Effect Monster ) 2800 / 1900 This card cannot be Special Summoned except by removing from play 3 "Lead Golem" from your Graveyard. Once per turn, select an Attribute. This card gains that Attribute until your opponent's next End Phase. This card cannot be destroyed by battle when battling with a monster that shares the same Attribute as it. |
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