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Cody Frost

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[spoiler=Shinedown!!!! Rocks!!!!]

This is just something I did in my spare time. All these cards have the name of song titles and artists so, just bare with me. Note that this is the only set I actually did over a band.

 

Shinedown (Field Spell)

When a monster is selected as the target of a card controlled by your opponent, gain 500 life points. All LIGHT monsters gain 400 ATK and lose 200 DEF.

 

Devour (Normal Trap)

You can only activate this card when a monster(s) is summoned to the field by a card effect. Send the summoned monster(s) out of play and activate 1 of the following effects:

*Inflict damage equal to the total ATK or DEF of the monsters sent out of play by this card's effect to your opponent.

*Gain life points equal to the total ATK or DEF of the monsters sent out of play by this card's effect.

When this card's effect(s) resolve, remove 2 cards from your Deck out of play.

 

Sound of Madness (Continuous Spell)

Each time a LIGHT, WIND, or FIRE attribute monster is removed from the field, gain 500 life points. If 2 or more LIGHT, WIND, or FIRE attribute monsters are removed from the field in the same turn, inflict 1000 points of damage to your opponent's life points.

 

Cry For Help (Counter Trap)

This card can only be activated while "Shinedown" is face-up on the field and while your opponent activates a Spell or Trap card or Summons a Monster to the field. Negate that card's activation (If card says it cannot be negated, inflict 1000 damage to your opponent's life points), or summon and destroy it.

 

The Crow and The Butterfly

Star Level: 8

Attribute: LIGHT

ATK/DEF: 2600/2100

Winged-Beast / Effect

This card's is treated as 2 monsters while face-up on the field. This card's attribute is also WIND while it is face-up on the field. This card's type is also Insect while it is face-up on the field. If this card is used to Tribute Summon a monster that only needs 1 Tribute, this card remains on the field and is treated as 1 monster.

 

If You Only Knew (Normal Spell)

This card can only be activated while "Shinedown" is face-up on the field. Gain 2000 life points or inflict 1600 damage to your opponent's life points.

 

Sin With A Grin (Continuous Trap)

If a LIGHT monster is sent to the Graveyard, you can pay 500 life points to return that monster back to your side of the field in face-up defense position. During either players' End Phase if a player does not control at least 2 LIGHT attribute monsters on their side of the field, inflict 500 points to that player's life points.

 

What A Shame (Quick-Play Spell)

When a card on your side of the field is removed from the field, return 2 cards on your opponent's side of the field to the bottom of their Deck.

 

Breaking Inside (Normal Spell)

This card can only be activated while "Shinedown" is face-up on the field. Destroy 3 cards on the field.

 

Call Me (Normal Spell)

This card can only be activated while "Shinedown" is face-up on the field. Select 3 cards from either players' Graveyard and add them to your hand.

 

That is probably the only "band" set worth posting...

 

 

[spoiler=Hand Blade Set]

 

Hand Blade - FIRE

LV4 FIRE

ATK/DEF: 500/500

Pyro / Tuner

This card gains 500 ATK and DEF points for each FIRE attribute monster on the field. If this card and another FIRE attribute monster are used to summon a monster, inflict 1000 points of damage to your opponent's life points.

 

Hand Blade - WATER

LV4 WATER

ATK/DEF: 0/2000

Aqua / Tuner

If this card is used to Synchro Summon a WATER attribute Synchro Monster, gain 1200 life points.

 

Hand Blade - WIND

LV4 WIND

ATK/DEF: 1000/1000

Winged-Beast / Tuner

If this card is used to summon a WIND attribute monster, return up to 3 cards on the field to their owner's hand.

 

Hand Blade - EARTH

LV4 EARTH

ATK/DEF: 1600/1200

Rock / Tuner

If this card is used to Synchro Summon an EARTH attribute Synchro Monster, destroy 2 cards on the field.

 

Hand Blade - DARK

LV4 DARK

ATK/DEF: 800/1600

Fiend / Tuner

If this card is used to summon a DARK attribute monster, you can Special Summon 1 level 4 or lower monster from your Deck or Graveyard to the field.

 

Hand Blade - LIGHT

LV4 LIGHT

ATK/DEF: 500/1500

Fairy / Tuner

If this card is used to summon a LIGHT attribute monster, gain life points equal to the summoned monster's ATK.

 

 

 

[spoiler=Nature Guards]

 

Nature Guard - Sofia the Gentle

LV3 LIGHT

ATK/DEF: 1400/1200

Warrior / Tuner

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card cannot be destroyed as a result of battle. Once per turn, while this card is face-up on the field, gain 500 life points.

 

Nature Guard - Jake the Hopeful

LV4 LIGHT

ATK/DEF: 1000/2000

Warrior / Effect

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card is unaffected by the effects of your opponent's Spell Cards. While there is another face-up "Nature Guard" monster on your side of the field, you can add 1 card from your Graveyard to the bottom of your Deck.

 

Nature Guard - Maria the Bright

LV4 FIRE

ATK/DEF: 1700/1000

Warrior / Effect

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card cannot be destroyed by battle. (Damage calculations are applied normally.) Once per turn, you can inflict 300 points of damage for each "Nature" card you control to your opponent's life points.

 

Nature Guard - Varrock the Great

LV4 WIND

ATK/DEF: 1600/1200

Warrior / Effect

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card is unaffected by the effects of your opponent's trap cards. Once per turn, while you have another "Nature Guard" monster on your side of the field besides this card you can destroy 1 card on the field.

 

Nature Guard - Joel the Valient

LV4 FIRE

ATK/DEF: 1200/1200

Warrior / Effect

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, you can negate the activation of 2 Spell or Trap cards per turn. This card cannot attack the turn it activates this effect.

 

Nature Guard - Emily the Silent

LV4 WIND

ATK/DEF: 800/1800

Warrior / Effect

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card can attack your opponent's life points directly. If this card attacks, it is switched to defense position at the end of the Battle Phase.

 

Nature Guard - King - Baltos the Magnifisent

LV8 FIRE

ATK/DEF: 2800/2300

Warrior / Effect

While this card remains face-up on the field, this card is treated as a field spell. This card cannot be destroyed except by battle or the effect of a card that destroys monsters. During your Main Phase, for each "Nature Guard" you control, gain 400 life points.

 

Nature Guard - Master - Leos the Courageous

LV7 WIND

ATK/DEF: 2500/2250

Warrior / Effect

While this card remains face-up on the field, all battle damage the controller of this card receives becomes 0. This card can only attack once per two turns. If this card is removed from the field, Special Summon 1 "Nature Guard" monster from your hand, Deck, or Graveyard to the field and draw 1 card.

 

Nature Guard - Queen - Elisia the Healthy

LV6 LIGHT

ATK/DEF: 2200/2200

Warrior / Effect

While this card remains face-up on the field, all "Nature Guard" monsters you control other than this card cannot be destroyed or removed from the field by an opponent's card effect. Once per turn, if you control 2 or more "Nature Guard" monsters, you can draw 1 card.

 

Nature Guard - Daniel the Balance

LV7 FIRE

ATK/DEF: 2400/2000

Warrior / Synchro / Effect

"Nature Guard - Sofia the Gentle" + 1 or more non-tuner monsters.

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, this card can attack twice. If this card is targetted by the effect of an opponent's Trap Card, return this card back to your Extra Deck and inflict damage equal to half this card's ATK to your opponent's life points.

 

Nature Guard - Lucy the Plenty

LV7 LIGHT

ATK/DEF: 2400/2000

Warrior / Synchro / Effect

"Nature Guard - Sofia the Gentle" + 1 or more non-tuner monsters.

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, you can pay 500 life points to negate the destruction of a card you control and keep it on the field. This card cannot attack during your next Battle Phase if you do this.

 

Nature Guard - Jacob the Calm

LV7 WIND

ATK/DEF: 2400/2000

Warrior / Synchro / Effect

"Nature Guard - Sofia the Gentle" + 1 or more non-tuner monsters.

While a field spell that includes "Forest", "Garden" or "Nature" is face-up on the field, cards on the field or Graveyard cannot be removed from play. Gain 400 life points for each "Nature" card you control.

 

Roots of Nature (Field Spell)

All LIGHT, FIRE, and WIND monsters gain 400 ATK and DEF while this card remains face-up on the field. If a "Nature Guard" is summoned to the field, the player who summoned the monster gains 500 life points.

 

Decaying Life (Quick-Play Spell)

Select 1 "Nature Guard" on your side of the field and send it to your Graveyard. Special Summon 2 "Nature Guard" monsters from your hand or Deck that have a star level equal to or less than the selected monster. The summoned monsters cannot attack during your next Battle Phase.

 

From the Roots of Life (Normal Spell)

Select a LIGHT, FIRE or WIND monster on your side of the field. Gain life points equal to half the selected monster's ATK and inflict damage equal to half the selected monster's DEF to your opponent's life points.

 

Society Clash! (Continuous Trap)

If a "Nature Guard" monster on your side of the field is selected as the target of an opponent's card, inflict 500 points of damage to your opponent's life points.

 

Gift of Nature - FIRE (Quick-Play Spell)

Inflict 300 points of damage to your opponent's life points for each "Nature" card on your side of the field. If you have at least 1 FIRE "Nature Guard" on your Graveyard, this card is treated as a Continuous Spell card after its activation and you can re-activate this card's effect once during your Main Phase.

 

Gift of Nature - LIGHT (Quick-Play Spell)

Gain 400 life points for each "Nature" card on your side of the field. If you have at least 1 LIGHT "Nature Guard" on your Graveyard, this card is treated as a Continuous Spell card after its activation and you can re-activate this card's effect once during either player's Battle Phase..

 

Gift of Nature - EARTH (Quick-Play Spell)

Select a monster on your side of the field. That monster cannot be destroyed or sent to the Graveyard by your opponent's cards. (Damage calculation is applied normally.) f you have at least 1 EARTH "Nature Guard" on your Graveyard, this card is treated as a Continuous Spell card after its activation and you can re-activate this card's effect once during either player's turn.

 

Gift of Nature - Cycle of Life (Quick-Play Spell)

Activate 1 of the following 2 effects: * Special Summon 1 level 4 or lower "Nature Guard" from your hand, Deck, or Graveyard. * Destroy 1 card on the field. If you have at least 2 FIRE, LIGHT or EARTH "Nature Guard" monsters on your Graveyard, this card is treated as a Continuous Spell card after its activation and you can re-activate this card's effect once during your Main Phase.

 

End of Life (Normal Trap)

This card can only be activated while there is at least 1 FIRE, LIGHT and EARTH "Nature Guard" monster on your Graveyard. Send all cards on the field and in both player's hand to the Graveyard. Both players gain 300 life points for each card they sent to their respective Graveyards.

 

 

 

[spoiler=Syndrome Sickness Set]

Lets bring some "Union" monster back! Except, lets give them a bit of a twist...

 

Syndrome Sickness - Mental

LV4 DARK

Aqua / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. During the beginning of your opponent's Battle Phase, the equipped monster must attack a monster on your opponent's side of the field or its owner directly. If the equipped monster is sent to the Graveyard, gain life points equal to the equipped monster's level x 200. If this card is sent to the Graveyard while it was equipped to a monster, Special Summon this card to your side of the field during the End Phase.

 

Syndrome Sickness - Physical

LV4 WATER

Aqua / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. The equipped monster cannot declare an attack and loses 500 ATK and DEF. During your next Battle Phase, destroy the monster equipped with this card and inflict damage to your opponent's life points equal to the equipped monster's level x 200. If this card is sent to the Graveyard while it was equipped toi a monster, Special Summon this card to your side of the field during the End Phase.

 

Syndrome Sickness - Pain

LV4 FIRE

Pyro / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. The equipped monster cannot attack unless the controller of that monster pays 500 life points. During your opponent's End Phase randomly discard 1 card on their hand. If this card is sent to the Graveyard while it was equipped to a monster, Special Summon this card to your side of the field during the End Phase.

 

Syndrome Sickness - Petrification

LV4 EARTH

Rock / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. The equipped monster is unaffected by your opponent's Spell or Trap cards. During either player's Battle Phase, you can destroy 1 card on the field. During your opponent's End Phase draw 1 card. If this card is sent to the Graveyard while it was equipped to a monster, Special Summon this card to your side of the field during the End Phase.

 

Syndrome Sickness - Temperature

LV4 WIND

Winged-Beast / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. The equipped monster is destroyed during your opponent's End Phase. If this card is sent to the Graveyard by this effect, return 1 card from your Graveyard to the bottom of your Deck. If this card is sent to the Graveyard while it was equipped to a monster, Special Summon this card to your side of the field during the End Phase.

 

Syndrome Sickness - Plague

LV4 LIGHT

Fiend / Union

ATK/DEF: 300/500

This card cannot be destroyed by battle. Once per turn, you can equip this card as an Equip Spell to one of your opponent's monsters. The equipped monster cannot declare an attack. During your opponent's Main Phase 2, destroy the equipped monster. If this card is sent to the Graveyard by this effect, place 1 Plague Counter on both player's life points. Players with Plague Counters that do not control a "Syndrome Sickness" monster lose 200 life points during their End Phases. If this card is sent to the Graveyard while it was equipped to a monster, Special Summon this card to your side of the field during the End Phase.

 

Effective Infestation (Field Spell)

Increase the ATK and DEF or all "Syndrome Sickness" monsters by 500 ATK and DEF. Cards activated that negate or destroy "Syndrome Sickness" monsters while they are treated as Equip Cards are negated and destroyed.

 

Replication (Normal Spell)

This card can only be activated while you control a "Syndrome Sickness" monster. Special Summon 1 "Syndrome Sickness" monster from your hand, Deck or Graveyard.

 

Multi-Contamination (Normal Trap)

When a "Syndrome Sickness" monster is sent to the Graveyard, Special Summon 1 "Syndrome Sickness" monster from your Deck and Equip it to a monster on your opponent's side of the field.

 

Progressive Infection (Quick-Play Spell)

When a "Syndrome Sickness" monster is equipped to a monster, inflict damage to your opponent's life points equal to the equipped monster's original ATK.

 

False Anti-Virus (Continuous Trap)

If a "Syndrome Sickness" monster is sent to the Graveyard, send the top 2 cards of your opponent's Deck to the Graveyard.

 

Recovery Stalled (Normal Trap)

If a "Syndrome Sickness" monster is sent to the Graveyard, search and select 2 monsters from both players Decks and Special Summon them to either player's side of the field. Inflict damage to both players equal to the total star levels of the Special Summoned monsters x 200.

 

Incomplete Mitosis (Continuous Spell)

When a "Syndrome Sickness" monster is Special Summoned to your side of the field, gain 500 life points and inflict 400 points of damage to your opponent's life points.

 

 

 

Hope Ya'll like! (Yeah I know...there's alot of them)

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[/align]Thanks for the support guys. Here are a few more sets. Oh, And I haven't been logging on too often cuz of college.

 

 

[spoiler=Set 5]

I had a few bug problems at home and I came up with this set! Weird...

 

H. Pest Furious Roach

LV4 EARTH

ATK/DEF: 1500/1200

Insect / Effect

This card is unaffected by the effects of your opponent's Trap Cards. Once per turn, if this card attacks or is attacked, you can send 1 card from your Deck to the Graveyard to negate this card's destruction. If this card is sent from the Deck to the Graveyard by a card effect, Special Summon 1 level 4 or lower Insect-type monster to your side of the field.

 

H. Pest Terror Termite

LV4 EARTH

ATK/DEF: 1000/1000

Insect / Effect

This card cannot be selected as an attack target while you have another Insect-type monster on your side of the field. When an Insect-type monster is summoned to the field, gain 750 life points. If this card is sent from your Deck to the Graveyard by a card effect, Special Summon this card in face-up attack position on your side of the field.

 

H. Pest Vampire Squito

LV4 WIND

ATK/DEF: 1800/1200

Insect / Effect

This card can attack twice per turn while there is 1 or more Insect-type monsters on the field. If this card is sent from your Deck to the Gravetard by a card effect, draw 1 card.

 

H. Pest Annoying Fly

LV3 WIND

ATK/DEF: 50/50

Insect / Tuner

If this card is used to summon an Insect-type monster, your opponent cannot activate any card effects until the end of this turn. If this card is sent from your Deck to the Graveyard by a card effect, Special Summon 1 level 6 or lower Insect-type monster from your hand or Graveyard to your side of the field.

 

H. Pest Black Cricket

LV4 DARK

ATK/DEF: 1600/1000

Insect / Effect

If this card attacks or is attacked by a level 6 or higher monster, send both this and the attacked monster to the Graveyard and both players take damage equal to the total star levels of both monsters x 300. If this card is sent from your Deck to the Graveyard by a card effect, send the top 2 cards of your opponent's Deck to the Graveyard.

 

H. Pest Bomber Stink Bug

LV5 FIRE

ATK/DEF: 2000/1000

Insect / Effect

If this card is targeted by the effect of an opponent's card effect, return 2 card on your opponent's side of the field to the bottom of their Deck. If this card is sent from your Deck to the Graveyard by a card effect, randomly discard 2 cards on your opponent's hand to the Graveyard.

 

H. Pest Flare Ant

LV6 FIRE

ATK/DEF: 2300/2300

Insect / Effect

If this card destroys an opponent's monster, inflict damage to your opponent's life points equal to half the destroyed monster's ATK or DEF. If this card is sent from your Deck to the Graveyard by a card effect, inflict damage to your opponent's life points equal to the total number of cards on the field x 300.

 

Advanced - H. Pest - Hungry Roaches

LV7 EARTH

ATK/DEF: 2400/1200

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 or more "H. Pest" Monsters

Once per turn, if an Insect-type monster on your side of the field is attacked, you can negate the attack and switch the battle position of 1 monster on the field. If this card is removed from the field, destroy 2 cards on your opponent's side of the field.

 

Advanced - H. Pest - Canibal Termites

LV7 EARTH

ATK/DEF: 2300/1500

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 or more "H. Pest" Monsters

This card cannot be selected as an attack target if there is 1 or more Insect-type monsters on your side of the field. While this card is face-up on the field, increase the ATK and DEF of all Insect-type monsters you control by 500 points (excluding this card).

 

Advanced - H. Pest - Malrious Squitos

LV7 WIND

ATK/DEF: 2000/2000

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 or more "H. Pest" Monsters

Insect / Synchro / Effect

Once per turn, you can select 1 monster on your opponent's side of the field. The selected monster becomes an Equip Spell card and is equipped to this card. If this monster would be destroyed while it is equipped with a card, destroy the equipped card instead (if this card would be destroyed by battle with an opponent's monster while it is equipped with an opponent's monster, your opponent loses the battle damage instead.)

 

Advanced - H. Pest - Swarm of Locust

LV7 DARK

ATK/DEF: 2250/1900

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 or more "H. Pest" Monsters

This card cannot be destroyed or removed from the field by your opponent's Spell or Trap Cards. Once per turn, you can send 1 card from your Deck to the Graveyard to destroy 1 card on the field.

 

Advanced - H. Pest - Flare Bombers

LV8 FIRE

ATK/DEF: 2500/2000

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 "H. Pest Bomber Stink Bug"

Once per turn, you can send 1 card from your Deck to the Graveyard to inflict 800 points of damage to your opponent's life points. When an Insect-type monster on the field is removed from the field, inflict 500 points of damage to your opponent's life points.

 

Advanced - H. Pest - Ant Colony

LV9 FIRE

ATK/DEF: 3000/2000

Insect / Synchro / Effect

1 "H. Pest Annoying Fly" + 1 "H. Pest Flare Ant"

Twice per turn, you can send 1 card from your Deck to the Graveyard to return 1 card from your Graveyard to your Deck. Once per turn, you can send 1 card from your Deck to the Graveyard to inflict 800 points of damage to your opponent's life points. If this card is removed from the field, you can send up to 3 cards from your Deck to your Graveyard to return 2 cards from your Graveyard to your hand and inflict 1000 points of damage to your opponent.

 

Garbage Eating (Normal Trap)

If an Insect-type monster is sent to the Graveyard, select 1 card from your opponent's hand, Deck and field and send them to the Graveyard.

 

Blood Bite (Normal Trap)

If an Insect-type monster attacks or is attacked, destroy 1 monster on your opponent's side of the field and Special Summon 1 Insect-type monster from your Deck or Graveyard with a star level equal to or less than the monster destroyed by this effect to your side of the field. The Special Summoned monster cannot attack while it is face-up on the field.

 

Pesticide Immunity (Continuous Spell)

All Insect-type monsters on the field cannot be destroyed by the effects of your opponent's Spell Cards.

 

House Pest Pets (Normal Spell)

Select an Insect-type monster on your side of the field. Send that Insect-type monster to your Graveyard. Special Summon 1 level 6 or lower Insect-type monster from your Deck. Gain life points equal to half the Special Summoned monster's ATK.

 

Insect Army Colony Control (Field Spell)

While this card remains face-up on the field, all monster cards on the field and in each player's Graveyards are treated as Insect-type monsters. Insect-type monsters require 1 less tribute to be summoned. If this card is removed from the field, all non-Plant, non-Insect, and non-Rock type monsters on the field are destroyed.

 

Ant Forces - Attack! (Normal Trap)

If an Insect-type monster on your side of the field attacks or is attacked, increase the ATK and DEF of all Insect-type monsters your control by 700 points until the End Phase of your next turn.

 

Mosquito Re-breeding (Normal Spell)

If an Insect-type monster is removed from your side of the field or Deck and sent to the Graveyard by a card effect this turn, combine your hand, Deck and Graveyard together and shuffle. Then draw 5 new cards.

 

Mosquito Breeding (Continuous Spell)

If an Insect-type monster is removed from the field, inflict damage to your opponent's life points equal to the removed monster's ATK.

 

Terrain Acquisition (Continuous Trap)

If an Insect, Plant, or Rock-type monster on your side of the field is selected as a target of a card(s) your opponent controls, select up to 3 of your opponenet's Monster or Spell and Trap Card Zones. Your opponent cannot set or play any cards on the selected zones until your 4th End Phase. Destroy this card during your 4th End Phase and Special Summon 1 Insect, Plant, or Rock-type monster from your Graveyard to your side of the field.

 

Pest Megamophosis! (Normal Trap)

Select 1 "H. Pest" or Insect-type monster on your side of the field. Double the selected monster's ATK until the End Phase. All of your opponent's monsters must attack the selected monster. Any monsters that would be destroyed by battle with the selected monster are not destroyed (Battle Damage is calculated normally). During the End Phase, either destroy the selected monster or send 1 card from your Deck to the Graveyard.

 

 

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