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Chaos Update!


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Hi, again! For my second series of cards, I've decided to work on the long since neglected idea of Chaos, specifically with the recent resurrection of Chaos Sorcerer. The main theme for this one is to remove from play the LIGHT and DARK monsters that are in your Graveyard I hope to come up with some more ideas, and suggestions or even cards are always appreciated.

Enjoy!

Edit: Whoops, misnomer!

Update: MORE TRAPS!! Some spells and the Artillery also. (i kinda need more ideas for effects for monsters...)

 

[spoiler=Monsters]

Chaos Transmitter

DARK

Spellcaster/Tuner

3/1500/600

Once per turn, during your Main Phase, you can discard a non-Monster card from your hand to send a "Chaos" monster from your Deck to your Graveyard.

 

Chaos Priest

LIGHT

Spellcaster

2/300/600

FLIP: You may remove a DARK monster in your Graveyard from play to send a LIGHT monster from your hand or Deck to the Graveyard.

 

Chaos Prophet

DARK

Spellcaster

2/600/300

FLIP: You may remove a LIGHT monster in your Graveyard from play to send a DARK monster from your hand or Deck to the Graveyard.

 

Chaos Disciple

DARK

Warrior

4/1800/1000

This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:

● LIGHT: Increase the ATK of this card by 400. When this card destroys a monster as a result of battle, this card may attack once again in a row.

● DARK: Destroy and remove from play any monster this card attacks at the end of the Damage Step.

 

Chaos Dancer

LIGHT

Spellcaster

4/1000/1200

This card cannot be Special Summoned if you do not control a DARK monster. Once per turn, during your Main Phase, switch this card to Attack Position and select 1 other monster on your side of the field. If that card destroys a monster in battle, it can attack once again in a row. If you activate this effect, this card cannot change battle position until your opponent's next Main Phase 1.

 

Chaos Paladin

LIGHT

Warrior

6/2300/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. If this card destroys a monster as a result of battle, this card may attack once again in a row. Any damage this card deals if you activate this effect is halved.

 

 

Leuk-Tamso, Chaos General

LIGHT

Warrior

8/3000/2800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 LIGHT or DARK monsters in your Graveyard from play, including 1 LIGHT and 1 DARK monster. As long as this card remains face-up on the field, you can send a LIGHT or DARK monster from your Deck to your Graveyard instead of drawing for your Draw Phase. If you are removing monsters from play for the effect of a "Chaos" monster, you may remove a Spell or Trap Card in your Graveyard in place of a LIGHT or DARK monster. The other card must be the correct one. You can only activate this effect once per turn.

 

Chiaroscuro, The Order of Chaos

DARK

Spellcaster

8/3000/2800

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 LIGHT or DARK monsters in your Graveyard from play, including 1 LIGHT and 1 DARK monster. Once per turn, during your Main Phase, you may select and activate one of the following effects:

● Remove a LIGHT monster in your Graveyard from play to reduce the ATK of a monster on the field to 0.

● Remove a DARK "Chaos" monster in your Graveyard from play to deal damage to your opponent's Life Points equal to the ATK of the removed card.

● Remove a DARK and LIGHT monster in your Graveyard from play to Special Summon a "Chaos" monster from your Graveyard, ignoring Summoning conditions.

This card cannot attack the turn you activate any of these effects.

 

Chaos Harbinger

LIGHT

Fairy

7/2900/2700

"Chaos Transmitter" + 1 or more LIGHT or DARK non-Tuner monsters.

This card's Attribute is also treated as DARK. This card gains 300 ATK for each pair of LIGHT and DARK monsters removed from play. If this card would be destroyed by a card effect, you may remove a LIGHT or DARK monster in your Graveyard from play to negate the effect and destroy the card.

 

Chaos Artilleryman

LIGHT

Warrior

4/1600/1300

This card's Attribute is also treated as DARK. When this card is Normal Summoned, you may remove three LIGHT or DARK monsters in your Graveyard from play. Inflict 500 points of damage to your opponent's Life Points for each card removed from play with this effect.

 

 

[spoiler=Spells]

Chaos Rift

Normal Spell Card

You can only activate this card if you control a "Chaos" monster. Remove a LIGHT monster and a DARK monster in your Graveyard from play to Special Summon a LIGHT or DARK monster that is removed from play to your side of the field.

 

Chaos Nightmare

Normal Spell Card

You can only activate this card if you control a DARK "Chaos" monster. Remove from play a LIGHT monster in your Graveyard to destroy 1 Defense Position monster your opponent controls.

 

Chaotic Burst

Normal Spell Card

You can only activate this card when you control a LIGHT "Chaos" monster. Remove a DARK monster in your Graveyard from play to inflict 700 points of damage to your opponent's Life Points.

 

Plane of Anarchy

Field Spell Card

Each time a LIGHT or DARK monster(s) in your Graveyard is removed from the game, put 1 Chaos Counter on this card. Increase the ATK and DEF of all "Chaos" monsters by 200 for each Chaos Counter on this card. If this card would be destroyed by a card effect, you may remove 2 Chaos Counters to not have this card destroyed. Once per turn, during your Main Phase, you can remove 3 Chaos counters from this card to activate one of the following effects:

● Send a LIGHT or DARK monster from your Deck to the Graveyard.

● Return 1 monster removed from play to your hand.

● Select one monster in your Graveyard. Treat that monster as a LIGHT or DARK monster as long as it remains in the Graveyard.

 

Clashing Epiphany

Normal Spell Card

Discard 1 "Chaos" monster from your hand to draw two cards and send one monster from your Deck to the Graveyard.

 

Chaos Blade

Equip Spell Card

This card can only be equipped to a "Chaos" monster. Increase the ATK of the equipped monster by 500 points, and if it destroys a monster in battle, it can attack once again in a row.

 

Chaos Scepter

Equip Spell Card

This card can only be equipped to a "Chaos" monster. Once per turn, during your Main Phase, you may remove a face-up monster on your opponent's side of the field from play. If you do, the equipped monster cannot attack this turn.

 

Shining Palm

Continuous Spell Card

This card can only be activated while you control a Level 6 or higher LIGHT "Chaos" monster. Once per turn, during your Main Phase, you may Special Summon one of your LIGHT monsters removed from play.

 

Fluctuating Vortex

Continuous Spell Card

Once per turn, during your Main Phase, you may Special Summon your "Chaos" monster that is removed from play, ignoring the Summoning conditions. Negate its effect, and it is removed from play during the End Phase. You cannot Special Summon a monster with the same Attribute with this effect during your next turn.

 

 

 

 

[spoiler=Traps]

Chaos Bonds

Continuous Trap Card

Select 1 monster. As long as this card remains on the field, that monster cannot attack, change battle positions, or be Tributed. If the selected monster is removed from the field, remove this card from play. As long as you control both LIGHT and DARK "Chaos" monsters, this card cannot be destroyed by your opponent's card effects.

 

Chaos Mirror

Counter Trap Card

You can only activate this card when your opponent activates a card that targets a "Chaos" monster you control. Send one LIGHT and one DARK monster from your hand to the Graveyard to negate the activation and effect of that card and destroy it.

 

Chaotic Memorandum

Normal Trap Card

You can only activate this card when a "Chaos" monster is destroyed. Send 1 monster from your Deck to the Graveyard and Special Summon a Level 4 or lower "Chaos" monster from your deck, ignoring Summoning conditions.

 

Dark Grip

Continuous Trap Card

You can only activate this card when a Level 6 or higher DARK "Chaos" monster is on the field. When your opponent Special Summons a monster to their side of the field, you can remove a DARK monster in your Graveyard from play to take control of it. If the monster is removed from the field, destroy this card.

 

Light into Darkness

Normal Trap Card

You can only activate this card during a player's Battle Phase. Increase the ATK of a DARK "Chaos" monster by 300 for each LIGHT monster in your Graveyard until the end of the Battle Phase.

 

Instant Merger

Normal Trap Card

You may remove 2 LIGHT and 2 DARK monsters in your Graveyard to Special Summon a Level 7 or lower "Chaos" monster from your hand, ignoring Summoning conditions.

 

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Why not have a low level flip Dark monster say...that once flipped up (and most probably destroyed) allows you to send a LIGHT monster from your deck to the Grave too...an idea maybe. Or a modified version of Painful choice for a spell card option...I would be really interested to see what you come up with do keep me informed would you!!

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Dude, alot of these cards are really good, I mean really good. but I agree with AbbatonStrikes, you should make a flip effect dark monster that should say,

"When this card is fliped by your opponents attack, send 1 Light Type monster frmo your Deck to the Graveyard."

Otherwise great job. I could help you with some pics if you need help. I can understand if not, thats cool too.

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Well it's quite good.. At least it's more "balanced" compared to the envoys :)

Although "Chiaroscuro, The Order of Chaos"'s 2nd effect is GOD.. remove something like raviel for 4000 damage?! Maybe it should say "Half the damage inflicted by this effect"? Just a suggestion.. Anyways 7/10 for me

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