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Cybernight


Azuh

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New set. Enjoy :P

Still more to do, so its not finished

 

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[spoiler=Monsters]

Name: Cybernight Wave

Attribute: LIGHT

Type: Machine / Effect / Tuner

Level: 2

ATK: 500

DEF: 500

Lore: If you Special Summon this card from your Graveyard by an effect of a "Cybernight" monster, you cannot Normal Summon during this turn. If this card was Summoned this way, if this card is sent to the Graveyard for the Synchro Summon of a "Cybernight" Synchro Monster, you can destroy 1 card your opponent controls.

 

Name: Cybernight General

Attribute: LIGHT

Type: Warrior / Effect

Level: 7

ATK: 2300

DEF: 1500

Lore: You can only control 1 "Cybernight General". If you Synchro Summoned a "Cybernight" monster during this turn, you can Special Summon this card from your hand during your Battle Phase. Once per turn, if a "Cybernight" monster except "Cybernight General" would be destroyed by a card effect, it is not destroyed.

 

Name: Cybernight Robolady

Attribute: LIGHT

Type: Machine / Effect

Level: 3

ATK: 450

DEF: 900

Lore: This card's name is treated as "Cybernight Valkyrie" while it is face-up on the field. Each time a "Cybernight" monster is Synchro Summoned or Special Summoned from your Extra Deck, you can draw 1 card.

 

Name: Cybernight Roboyarou

Attribute: LIGHT

Type: Machine / Effect

Level: 3

ATK: 900

DEF: 450

Lore: This card's name is treated as "Cybernight Paladin" while it is face-up on the field. Each time a "Cybernight" Synchro monster negates a card effect or destroys a card by its effect, your opponent discards 1 random card

 

Name: Cybernight Valkyrie

Attribute: LIGHT

Type: Machine / Effect

Level: 2

ATK: 400

DEF: 200

Lore: By returning 1 face-down Spell or Trap card to your hand and by revealling 1 "Cybernight" monster in your Extra Deck, you can have this card gain 600 ATK until the End Phase and this card can attack your opponent directly.

 

Name: Cybernight Paladin

Attribute: LIGHT

Type: Machine / Effect

Level: 2

ATK: 500

DEF: 100

Lore: By returning 1 face-down monster card to your hand and by revealling 1 "Cybernight" monster in your Extra Deck, you can have this card gain 500 ATK until the End Phase and this card can attack your opponent directly.

 

 

 

[spoiler=Extra Deck]

Name: Cybernight Meta Valkyrie LV4

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 4

ATK: 1300

DEF: 700

Lore: 1 Tuner + "Cybernight Valkyrie"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 4 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, you can negate the activation of a Spell Card and return it to the owner's Deck.

 

Name: Cybernight Meta Paladin LV4

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 4

ATK: 1600

DEF: 300

Lore: 1 Tuner + "Cybernight Paladin"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 4 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Negate the effects of Flip Effect Monsters this card destroys by battle.

 

Name: Cybernight Meta Valkyrie LV6

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 6

ATK: 2000

DEF: 1800

Lore: "Cybernight Wave" + "Cybernight Meta Valkyrie LV4"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 6 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, by revealling 1 "Cybernight" monster in your hand or Extra Deck, negate the activation and effect of an opponent's Spell or Trap Card and destroy it

 

Name: Cybernight Meta Paladin LV6

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 6

ATK: 2200

DEF: 1000

Lore: "Cybernight Wave" + "Cybernight Meta Paladin LV4"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 6 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. If this card attacks a Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation.

 

Name: Cybernight Meta Paladin LV8

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 8

ATK: 3000

DEF: 1700

Lore: "Cybernight Wave" + "Cybernight Meta Paladin LV6"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 8 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, when this card attacks or is attacked, by revealling 1 "Cybernight" monster in your hand, you can destroy 1 monster your opponent controls and inflict damage to your opponent equal to half its ATK.

 

Name: Cybernight Meta Valkyrie LV8

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 8

ATK: 2800

DEF: 2300

Lore: "Cybernight Wave" + "Cybernight Meta Valkyrie LV6"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 8 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, by revealling 1 "Cybernight" monster in your hand negate the activation and effect of an opponent's Spell or Trap Card and destroy all Spell and Trap cards your opponent controls

 

 

 

 

[spoiler=Spells]

Name: Cybernight Raise

Attribute: SPELL

Type: Quick-Play

Lore: Return 1 face-up "Cybernight Meta" monster to the Extra Deck. Special Summon a "Cybernight Meta" monster from your Extra Deck with a Level equal to or less than the Level of the returned card +2 from your hand or Deck, ignoring any and all Summoning conditions.

 

Name: Cybernight Aura

Attribute: SPELL

Type: Field

Lore: "Cybernight" monsters in the Graveyard(s) that have not been Summoned properly can be Special Summoned from the Graveyard(s) using card effects. If this card would be destroyed, you can send 1 "Cybernight" Synchro monster from your Extra Deck to your Graveyard instead.

 

Name: Cybernight Return

Attribute: SPELL

Type: Normal

Lore: Select 2 "Cybernight" Synchro monsters from your Graveyard. Return the selected monsters to your Extra Deck. Then, Draw 2 cards.

 

 

 

[spoiler=Traps]

Name: Cybernight Drain

Attribute: TRAP

Type: Counter

Lore: Activate only by selecting a "Cybernight Meta" monster and only when an opponent's monster declares an attack. Return the selected "Cybernight Meta" monster to your Extra Deck to negate the attack of that 1 monster and return the monster to the top of its owner's Deck. When this card resolves, you can then Special Summon 1 "Cybernight Meta" monster from your Extra Deck or Graveyard with the same name but lower "LV" as the returned "Cybernight Meta" monster (ignoring any Summoning conditions) and end the Battle Phase.

 

Name: Re-Live Zone

Attribute: TRAP

Type: Continuous

Lore: Special Summon 1 "Cybernight" monster from your Graveyard in Attack Position on your side of the field. If the selected "Cybernight" monster is not used for a Synchro Summoned during your next End Phase, destroy it. When this card is not on the field, destroy the monster. When the monster is removed from the field, destroy this card.

 

 

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UPDATE :)

 

[spoiler=New cards]

Name: Cybernight Meta Paladin LV8

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 8

ATK: 3000

DEF: 1700

Lore: "Cybernight Wave" + "Cybernight Meta Paladin LV6"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 8 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, when this card attacks or is attacked, by revealling 1 "Cybernight" monster in your hand, you can destroy 1 monster your opponent controls and inflict damage to your opponent equal to half its ATK.

 

 

Name: Cybernight Meta Valkyrie LV8

Attribute: LIGHT

Type: Machine / Synchro / Effect

Level: 8

ATK: 2800

DEF: 2300

Lore: "Cybernight Wave" + "Cybernight Meta Valkyrie LV6"

During your Standy Phase, you can Special Summon 1 "Cybernight Wave" from your Graveyard. When this card is Synchro Summoned, you can Special Summon a Level 8 "Cybernight" monster in your Extra Deck by returning this card from the field to the Extra Deck. Once per turn, by revealling 1 "Cybernight" monster in your hand negate the activation and effect of an opponent's Spell or Trap Card and destroy all Spell and Trap cards your opponent controls

 

 

Name: Cybernight Aura

Attribute: SPELL

Type: Field

Lore: "Cybernight" monsters in the Graveyard(s) that have not been Summoned properly can be Special Summoned from the Graveyard(s) using card effects. If this card would be destroyed, you can send 1 "Cybernight" Synchro monster from your Extra Deck to your Graveyard instead.

 

 

Name: Cybernight Return

Attribute: SPELL

Type: Normal

Lore: Select 2 "Cybernight" Synchro monsters from your Graveyard. Return the selected monsters to your Extra Deck. Then, Draw 2 cards.

 

 

Name: Re-Live Zone

Attribute: TRAP

Type: Continuous

Lore: Special Summon 1 "Cybernight" monster from your Graveyard in Attack Position on your side of the field. If the selected "Cybernight" monster is not used for a Synchro Summoned during your next End Phase, destroy it. When this card is not on the field, destroy the monster. When the monster is removed from the field, destroy this card.

 

 

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Very nice' date=' I had the idea of using LV cards with Synchros but never got around to it, glad someone did ^^

The deck looks good, and I like the swapping between the synchros. This is a really nice set that mixes themes well, how it didn't get the attention it deserves, I'll never know. The field seems a little unhelpful and some very minor OCG errors (Such as "ignoring any and all Summoning conditions." on Cyberknight raise, I think just "ignoring its summoning conditions" works. Still seriously amazing OCG, better than most stuff I do.) but it's a solid and balanced set. 8/10 (and I'm usually a fairly harsh scorer)

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Wow, thanks :D

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