newjusticeteam Posted May 22, 2009 Report Share Posted May 22, 2009 A friend of mine asked me to make a set of cards for a character in their fan fic, and this is what I came up with. Any help with OCG or balancing would be much appreciated. Cosmic CorenthDark/ Enigma/ 1-StarAtk: 0 Def: 0 When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Dark Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, your Spell and Trap cards cannot be destroyed except by cards that specifically target 1 card. Cosmic FrezeneWater/ Enigma/ 1-StarAtk: 0 Def: 0 When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Water Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, you may negate a number of attacks each turn up to the number of “Cosmic” Continuous Spells in your Spell and Trap zone that have an attribute. Cosmic FlareshFire/ Enigma/ 1-StarAtk: 0 Def: 0 When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Fire Attribute Continuous Spell Card. During each of your Stand-by Phases, deal damage to your opponent equal to the number of “Cosmic” Continuous Spell cards in your Spell and Trap zone x200. Cosmic GainaEarth/ Enigma/ 1-StarAtk: 0 Def: 0 When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as an Earth Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, Field Spells cannot be destroyed by card effects, and your opponent may not activate Field Spell cards. Cosmic WindnaWind/ Enigma/ 1-StarAtk: 0 Def: 0 When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as an Earth Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, whenever a non-Light Attribute “Cosmic” monster is Normal Summoned, Flip Summoned, or Special Summoned, you may destroy a Spell or Trap card on the field. Once per turn, you may add 1 Continuous Spell in your Spell and Trap zone with an Attribute to your hand. Cosmos, Entity of EverythingLight/ Enigma/ 9-StarsAtk: 5000 Def: 0 This card cannot be Normal Summoned or Set. This card may only be Special Summoned from the hand or by a card effect if there are 5 or more Continuous Spell cards in your Spell and Trap zone that have Attributes. This card is unaffected by Spell, Trap, and Monster effects. Control of this card cannot be switched. This card cannot be destroyed as a result of battle. If there are ever fewer than 5 Continuous Spell cards in your Spell and Trap zone without Attributes, remove this face-u card from the game. Cosmic FadrealenLight/ Beast/3-StarAtk: 0 Def: 0 This card gains 1000 Atk for every Continuous Spell in your Spell and Trp zone with an Attribute. While this face-up card is in play, during each of your End Phases destroy every card in your Monster Zones except for this card. Cosmic HeraldL:ight/ Spellcaster/ 1-StarAtk: 0 Def: 0 When this card on the field is destroyed by battle and sent to the graveyard, Special Summon 1 non-Light, lvl 1 “Cosmic” monster wit 0 Atk from your deck. Cosmic CaerendineFire/ Enigma/ 6-StarAtk: 0 Def: 0 This card’s attribute is also Fire. When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Fire and Water Attribute Continuous Spell Card. During Each of your Stand-by Phases, your opponent takes damage equal to the number of Continuous Spell cards in your Spell and Trap zone with an Attribute x300. You may negate a number of attacks each turn up to the number of Continuous Spell cards in your Spell and Trap zone with Attributes. Cosmic EtherineWind/ Enigma 6-StarAtk: 0 Def: 0 This card’s Attribute is also Earth. When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Wind and Earth Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, Field Spells cannot be destroyed by card effects, and your opponent may not activate Field Spell cards. Once per turn, if you control another Continuous Spell card in your Spell and Trap zone with an Attribute, you may destroy a Spell or Trap card on the field. Cosmic OmegineDark/ Enigma/ 6-StarsAtk: 0 Def: 0 This card’s Attribute is also Light. When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned, move it to one of your free Spell or Trap zones and treat it as a Dark and Light Attribute Continuous Spell Card. As long as this card is face-up in your Spell and Trap zone, your Spell and Trap cards cannot be destroyed except by cards that specifically target 1 card. Once per turn, if you control another Continuous Spell card in your Spell and Trap zone with an Attribute, you may discard a card to Special Summon 1 “Cosmic” monster or 1 “Cosmos, Entity of Everything” from your graveyard. Cosmic ExpanseField Spell You may use a number of your Monster zones as Spell and Trap zones up to the number f Continuous Spells in your Spell and Trap zone with Attributes (These zones do not count as being part of your Spell and Trap zone for the purposes of effects). Whenever a monster with “Cosmic” in its name is sent from the field to the graveyard (except by battle), you may add a non-Light Attribute “Cosmic” monster from your deck to your hand. Cosmic GravitationNormal /Trap Activate when a monster declares an attack while there is a Continuous Spell in your Sell and Trap zone with an Attribute. Select a monster on either players field besides the attacking monster. The attacking monster must attack the selected monster instead of its intended target. Cosmic Knowledge Pay 1000 Life Points to activate this card. Draw a card for every Continuous Spell in your Spell and Trap zone with an Attribute. Cosmic Functionality CompilerContinuous Spell Once per turn, you may return a Continuous Spell card in your Spell and Trap zone with an Attribute to your hand. If you do, look at the top 2 cards of your deck and place 1 into your hand and 1 onto the bottom of your deck. Cosmic Void AbsolutionNormal Spell Destroy all Spell and Trap cars on the field. “Cosmic” monster sent from the Spell and Trap zone to the graveyard this way are returned to their owner’s hand. Then, both players special summon a number of lvl 3 or lower “Cosmic” monsters from their hand equal to the number of “Cosmic” monsters returned to their divided by 2 and rounded up. Cosmic VacancyNormal Trap Activate when an opponent declares a direct attack while there is a Continuous Spell card in your Spell and Trap zone with an Attribute. Remove all face-up attack position monsters from the game. Cosmic PrisonContinuous Spell Move all monsters on the field into their owner’s Spell and Trap zone (If a player does not have enough zones they must first send cards from their Spell and Trap zone to the raveyard until they have enough zones) and treat them as Continuous Spell cards. During the 2nd Stand-by phase of this card’s controller after this cad’s activation, destroy this card and special summon all monster cards being treated as Continuous Spell cards. Cosmic OverrideCounter Trap Activate this card in response to the activation of a Spell, Trap or monster effect. This card can negate and destroy the source of an effect based on the number of Continuous Spells in your Spell and Trap zone with Attributes: 1 or More: This card can negate Spells2 or More: This card can negate Traps3 or More: This card can negate monster effects Cosmic Warp ReduxNormal Spell Activate only while there are 5 different Attributes represented by Continuous Spells in your Spell and Trap zone. Destroy all cards in all monster zones and Special Summon 1 “Cosmos, Entity of Everything” from your hand, deck, or graveyard. The Special Summoned monster cannot attack this turn. Bigger PictureCounter Trap Activate this card in response to the activation of a Field Spell. Negate the activation of that card and destroy it. Then, activate 1 “Cosmic Expanse” from your hand, deck, or graveyard. You may send this set card to the graveyard and gain 1000 Life Points by discarding a card. Song of Fire and IceNormal Trap This card can only be activated when a Spell or Trap card on the field is destroyed. Send 1 “Cosmic Frezene” and 1 “Cosmic Flaresh” from your hand or deck to the graveyard to Special Summon 1 “Cosmic Caerendine” from your hand or deck. Song of Land and SkyNormal Trap This card can only be activated when a Spell or Trap card on the field is destroyed. Send 1 “Cosmic Gaina” and 1 “Cosmic Windna” from your hand or deck to the graveyard to Special Summon 1 “Cosmic Etherine” from your hand or deck. Song of Light and DarknessNormal Trap This card can only be activated when a Spell or Trap card on the field is destroyed. Send 1 “Cosmic Corenth” and 1 “Cosmos, Entity of Everything” from your hand or deck to the graveyard to Special Summon 1 “Cosmic Omegine” from your hand or deck. Choir of the Endless ExpanseContinuous Spell Whenever a Continuous Spell card with an Attribute would be destroyed, you ay destroy this card instead. While “Cosmic Caerendine”, “Cosmic Etherine”, and “Cosmic Omegne” are face-up in your Spell and Trap zone, this card counts as 2 Continuous Spell cards with Attributes while in your Spell and Trap zone. Cosmic DisharmonyNormal Spell This card can only be activated while “Cosmic Caerendine”, “Cosmic Etherine”, and “Cosmic Omegne” are face-up in your Spell and Trap zone. Destroy a number of cards on the field up to the number of Continuous Spell cards in your Spell and Trap zone with Attributes. For each card destroyed this way, its controller takes 1000 points of damage. Cosmic BeaconNormal Spell This card can only be activated while there is a Continuous Spell in your Spell and Trap zone with an Attribute. Special Summon 1 non-Light, lvl 1 “Cosmic” monster from your deck. Cosmic EternityNormal Spell Special Summon 1 “Cosmic” monster with 0 Atk from your graveyard. The Special Summoned card cannot be destroyed this turn, and its summon cannot be negated. Link to comment
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