*Cough* I use the accent, you know. But yes, poor Naminé suffers a lot of abuse from uneducated people who don't have consideration for accents. D=
Anyways, a successful attack is an attack where Damage Calculation is applied. (meaning that it's not negated by any effect shenanigans) Unless there's some better term for that? :3
Aaand, I'll cut down on greed's requirement. Let's make that four cards, even though that basically means that you only have to conserve two in your hand because Draw Phase comes around before Standby. And...my Soil Erosion Continuous Trap (remember, the one you knocked for being redundant? xD) makes Gluttony's maintenance about as painless as it can be. Anyways, I revamped Envy. Better now? :3
Magitek Armored Soldier: Yaaay! Magitek, Magitek, Magitek! ^0^ Whaaat...I liked using those armors, alright? Especially Terra's with the whole X-Fering my opponents to oblivion bit. >D Anyways, definitely useful. Two counters is already enough for it to be on par with Cyber Dragon and wipe it out by the destruction effect and unlike Magical Marionette you don't need to tribute for this. It's also big enough to wall most non-tributes if it comes to that.
Wielder of the Key: Ehh...so our extra muscle goes bye-bye with this? Oh well, it's a quick boost in field presence that doesn't hurt the hand, so fair enough, I suppose. Certainly beats the sucky vanilla. :3
Princess of Heart: Kairi is still all weak in stats. D= The heart counter thing isn't really helping since your opponent will just summon a new monster next turn and squash this. Let's give her something a bit more substantial in the way of defensive abilities, shall we? And like, maybe some actual usfeulness too?
Guardian of Heart: The last effect is needlessly complicated. Just say, "While this card is face-up on the Field, increase the Atk of each "Wielder of the Key" on your Field by 500.". Anyway, Goofy is being pretty weak on the defensive, but then again he's not that useful in the games either, so...well, at least give him 1800 Def to wall Zombie Master/Stratos.
Royal Magician of Heart: Is it just me or is Donald being waaay too useful compared to his ingame counterpart? xD I dunno', I think this is a bit too strong. Yes, it's placing on the top of the deck, but that basically translates to infinite monster or S/T removal for you (ensuring that you get that battle damage done each turn) and this is already quite strong in its own right. Maybe make it destruction by battle at least?
Blade of Heart-Key: only protection from battle destruction and a mediocre Atk boost? Seems sort of weak, but at least it self-searches. *Shrug*
The King of the Key: Mickey is a more troublesome-to-summon Command Knight for his buddies without self-protection? Again, this sort of isn't mirroring his role as the person who keeps mysteriously vanishing after telling people what they should be doing, but whatever.
Wielder of the Key-X: Well, at least it's got Roxas' whole crazy speed thing implemented somehow, though you'd have to be pretty desperate to sacrifice two cards on your field for two from your deck.
Witch of Memory: Actually, her defenses suck since it would take at least three monsters just to bump her over the Zombie Master/Stratos threshold. A monster that needs three others on the field to wall isn't really a wall. D= Anyway, this...just doesn't really look like Naminé to me. :\ I mean, her big thing is her ability to manipulate people's memories, so I'd like to see that reflected in the effect somehow. Maybe a Mind Wipe style effect (Make your opponent shuffle their hand into the deck and draw a new one)? Eh...I'll just leave this one for Frostweaver to figure out. xD
Twilight Warrior of Heart: And why don't you just say "Select one card on your opponent's Field and destroy it."? It amounts to precisely the same thing. Anyway, fair enough, though I'd like to see his whole "protecting Kairi" shtick in here somewhere.
Castle of the King: Place a card from where on the top of your deck? Specify, please. Anyways, obvious synergy with Sora here, but I really see no other reason to consider this.
Shadow Corridor: No need for that 'to the graveyard' bit. By default, that's where it goes when you're discarding. You should also specify if it's chosen at random or by either player. Makes quite the difference.
Unlocking of Heart: More swarming, and more purpose for the keyblade.
Combo Limit-Eternal Session: "Selected" rather than "Effected". Fair enough, I suppose, though given all the flash of that limit break I was expecting something a bit more grandiose from the effect. x3 But you know, you could just have added a line saying "This card is treated as a "Limit Break" Spell Card" and used the regular Limit Break wording.
Anyways, adding a little something to this
Combo Limit - Trinity Limit
Normal Spell
This card is treated as a "Limit Break" Spell Card. Pay half your life points and select one face-up "Wielder of the Key", one face-up "Guardian of Heart" and one face-up "Royal Magician of Heart" on your Field. Until the end of the turn this effects is activated, the Atk of each of the selected monsters becomes half the combined original Atk of the selected monsters and each of the selected monsters can attack three times in the same Battle Phase. Whenever one of the selected monsters inflicts Battle Damage this turn, that Battle Damage becomes 500. If the selected monsters are the only monsters on your Field, you do not need to pay any Life Points to activate this card. You may only activate one "Limit Break" Spell Card each turn.
Limit Break - Dark Aura
Normal Spell
Pay half your life points and select one face-up "Twilight Warrior of Heart" on your Field. On the turn this card is activated, the selected monster may attack all monsters on your opponent's Field.When the selected monster attacks a monster on the turn this effect is activated, you may switch the Battle Position of the attacked monster before applying Damage Calculation. (Card effects are not activated) If "Twilight Warrior of Heart" is the only monster on your Field, you do not need to pay any Life Points to activate this card. You may only activate one "Limit Break" Spell Card each turn.
Charm of Memories
Equip Spell
This card can only be equipped to "Wielder of the Key". All effects or attacks that would target "Princess of Heart" target the equipped monster instead. On the End Phase of a turn when a monster was destroyed while equipped with this card, Special Summon the destroyed monster to your Field then equip this card from your Graveyard to that monster. You may only have one face-up "Charm of Memories" on your Field at any given time.
Charm of False Memories
Equip Spell
This card can only be equipped to "Wielder of the Key" or "Twilight Warrior of the Heart". Once per turn, when the equipped monster would be removed from the Field it is not removed from the Field. While this cards is face-up on the Field, all attacks or card effects that would target "Witch of Memories" target the equipped monster instead. If "Charm of Memories" is on your Field, this card is removed from play.
Aaaand because they're so darn fuzzy-wuzzy cutesy:
Heartless - Green Requiem
Fiend/Effect
3 Star/Earth
1000 Atk / 1800 Def
This card is not affected by Spell Cards. Each time a Spell Card is activated while this card is face-up on the Field, gain 500 Life Points.
Heartless - Blue Rhapsody
Fiend/Effect
3 Star/Water
1300 Atk / 1600 Def
Whenever this card Battles with a Water Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. Once per turn, you may select a number face-down cards on your opponent's Field up to half the number of "Heartless" monsters on your Field (rounded up to the nearest whole). Your opponent may not activate any effects of the selected card(s) until the end of the turn this effect is activated.
Heartless - Red Nocturne
Fiend/Effect
3 Star/Fire
1500 Atk / 1300 Def
Whenever this card Battles with a Fire Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. Once per turn, inflict 300 damage to your opponent for each "Heartless" monster on your Field.
Heartless - Yellow Opera
Fiend/Effect
3 Star/Light
1600 Atk / 800 Def
Whenever this card Battles with a Light Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. If a "Heartless" monster on your Field destroys a monster by Battle while this card is face-up on the Field, inflict 800 damage to your opponent.
Heartless - Crescendo
Fiend/Effect
2 Star/Dark
700 Atk / 1500 Def
During each of your Standby Phases, if this card is face-up on your Field you may Special Summon one level 3 or lower "Heartless" monster from your Deck.
Heartless - Darkball
Fiend/Effect
5 Star/Dark
0 Atk / 2300 Def
During each of your Standby Phases, increase the Atk of this card by 500 for each "Heartless" monster on your Field. When this card attacks, the Atk of this card is reduced to zero at the end of the Damage Step. Then, you may switch this card into Defense Position.
Heartless - Pirate
Fiend/Effect
4 Star/Dark
1650 Atk / 800 Def
When this card attacks, all Battle Damage you would receive from the battle becomes zero and this card is not destroyed. A monster that battle with this card can not attack or change its Battle Position until its controller's third Battle Phase after this effect's activation.
Heartless - Shadow
Fiend/Effect
1 Star/Dark
700 Atk / 500 Def
When this card is summoned successfully (Including Flip Summon) you may Special Summon a number of Heartless Shadow Tokens (Dark Attribute/Fiend Type/1 Star/700 Atk/500 Def) to your Field up to the number of monsters on your opponent's Field. Heartless Shadow Tokens may not be offered as tribute except for the tribute summon or effects of "Heartless" monsters.
Heartless - Tornado Step
Fiend/Effect
3 Star/Wind
1700 Atk / 1300 Def
When this card attacks, roll a six-sided die once. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. This card attacks the monster that is in the same Monster Card Zone as the die result. If the result is six or there is no monster in the same Monster Card Zone as the die result, this card attacks your opponent directly instead.
Heartless - Large Body
Fiend/Effect
5 Star/Dark
2000 Atk / 2400 Def
Once per turn, when this Attack Position card would be destroyed by battle, it is not destroyed and the monster this card battled with is switched into Defense Position instead.
Heartless - Darkside
Fiend/Effect
10 Star/Dark
? Atk /? Def
This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing all "Heartless" monsters on your Field while this card is in your Hand. The original Atk and Def of this card becomes the combined original Atk of all monsters tributed for this effect. While this card is on the Field, it can use the effects of all Effect Monsters tributed for this card's effect.
Erm...yeah. xD Some of these effects are inspired by CoM, such as Darkside's effect copy and Pirate's stun effect (Gawd, I hate that attack >_<).