Jump to content

DarkCity (A Set based on Field Spell Cards) 1,000th Post. Updated.


Max Darkness

Recommended Posts

This is a new idea I've expanded recently. A set in which manipulation of the battlefield is the key:

 

[spoiler=Backstory]

DarkCity; the once-prosperous capital of a destructive race. They commanded technology and power that the other races in this galaxy could not dream of. Their fleets and armies removed all opposition to their regime. Once-proud civilisations fell before this incredible force. However, their rampage could not last forever. Many races banded together to combat this menace, but it was not necessary.

This all-consuming civilisation had a weakness no-one had expected. Themselves. It was arrogance, not armies that destroyed them. Fear, not fleets. And terror, not technology. As they crumbled, so did their cities. All but one disappeared as their home planet fell into the shadows. That one survivor became known as DarkCity.

Forever covered with toxic smog and vapours, it is now in ruins; but is still home to twisted creatures that some dismiss as myths, that is how depraved these new inhabitants are. They are the descendants, the machines, and the genetic creations of this disgraced people. They are truly horrifying, as they pray on your very emotions and doubts.

And who was this now-fallen race I hear you ask? Well, we had many names for them, mostly obscene. But they called themselves...human.

 

 

 

[spoiler=Effect Monsters]

119569w.jpg

 

Effect: When this card is summoned, add 1 "DarkCity" Spell Card to your hand from your Deck and activate it. When this card is destroyed and you take Battle Damage, Special Summon 1 DARK monster with ATK equal to or less than the Battle Damage you took.

 

119569t.jpg

 

Effect: As long as this card remains face-up on the field, if a "DarkCity" Field Spell Card would be removed from the field, you can decrease this card's ATK and DEF by 500 to negate the effect.

 

119569x.jpg

 

Effect: As long as a "DarkCity" Field Spell Card remains face-up on the field, once per turn, add 1 removed from play "DarkCity" card to your hand.

 

119569efj.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand when a "DarkCity" monster on your side of the field is destroyed. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, both players can add 1 Spell or Trap Card from their Graveyard to their Deck.

 

 

 

[spoiler=Fusion Monsters]

119569h.jpg

 

Effect: The Fusion Materials for this card are any 2 "DarkCity" Field Spell Cards. This card can only be Special Summoned from your Fusion Deck by sending to the Graveyard the above cards you control (You do not use "Polymerization"). If a face-up "DarkCity" Field Spell Card would be removed from the field, you can remove from play 1 "DarkCity" card in your Graveyard to negate the effect. When this card is destroyed, add 1 "DarkCity" Field Spell Card to your hand from your Graveyard.

 

 

 

[spoiler=Synchro Monsters]

119569j.jpg

 

Effect: 1 Tuner + 1 or more non-Tuner monsters

As long as a "DarkCity" Field Spell Card remains face-up on the field, this card cannot be destroyed by battle. (Damage calculation is applied normally). Once per turn, during your End Phase, you can discard up to 3 cards from your hand. If you do, your opponent must discard an equal number of Spell Cards from their hand during the Draw Phase before they draw.

 

 

 

[spoiler=Non-Field Spell Cards]

119569a.jpg119569drl.jpg

 

119569z.jpg119569mgs.jpg

 

 

 

[spoiler=Trap Cards]

119569m.jpg

 

 

 

[spoiler=Field Spell Cards]

119569i.jpg

 

Effect: Discard 2 Spell Cards from your hand to activate this card. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in your Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in your Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569o.jpg

 

Effect: Discard 2 Trap Cards from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, Special Summon 1 "DarkCity Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) on the destroyed monster's controller's side of the field. When this card is removed from the field, inflict an amount of damage to both players equal to the number of "DarkCity Token" Cards on their side of the field x 300. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569g.jpg

 

Effect: Discard 1 Spell Card and 1 Trap Card to activate this card. Both players must Special Summon as many monsters as possible. As long as this card remains face-up on the field, neither player can summon monsters. During each player's End Phases, destroy 1 monster on the field summoned by this card's effect. When all cards summoned by this card's effect are destroyed, this card is returned to your Deck. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569s.jpg

 

Effect: Discard 1 Monster Card and 1 Spell Card from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, put 1 DarkCity Counter on this card. When this card is removed from the field, add a number of cards to your Deck from either player's Graveyard equal to the number of DarkCity Counters on this card. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569tfr.jpg

 

Effect: Discard 2 Monster Cards from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Draw Phases, they roll 1 six-sided die. Until your Draw Phase, they can activate a number of Spell Cards equal to or less than the result of the die roll. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck.

 

119569p.jpg

 

Effect: Discard 2 "DarkCity" cards from your hand to activate this card. As long as this card remains face-up on the field, your Monster Card Zones are also treated as Spell & Trap Card Zones and your Spell & Trap Card Zones are also treated as Monster Card Zones. When this card is destroyed, all Spell & Trap Cards in your Monster Card Zones are destroyed and all Monster Cards in your Spell & Trap Card Zones are destroyed.

 

119569k.jpg

 

Effect: Discard 3 "DarkCity" cards from your Deck to activate this card. Once per turn, during your Main Phase, add 1 "DarkCity" Field Spell Card to your hand from your Deck. As long as this card remains face-up on the field, this card's controller's Spell & Trap Card Zones are also treated as Field Card Zones. If this card is removed from the field, all cards on your side of the field are destroyed.

 

 

 

[spoiler=Disgraced Creations]

119569erm.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkCity" monsters from your Deck. During your Damage Step, the effects of Trap Cards that target "DarkCity" monsters on your side of the field are negated. As long as this card remains face-up on the field, neither player can activate Continuous Spell Cards.

 

119569nks.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the Graveyard. During your Damage Step, you can Tribute 1 face-up DARK monster on your side of the field to negate the activation of Trap Cards. When this card destroys a monster, put 1 DarkCity Counter on this card (Max. 5). When this card is destroyed by battle, draw a number of "DarkCity" cards equal to the number of DarkCity Counters on this card.

 

119569v.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 5 different "DarkCity" Field Spell Cards from your field. As long as a "DarkCity" Field Spell Card is face-up on the field, this card's ATK and DEF are treated as 4000 and 3900. Once per turn, select 1 face-up Spell or Trap Card on your opponent's side of the field. This card gains the effect of the selected card, until your End Phase. This card cannot be destroyed by Spell or Trap Card effects. When this card is destroyed, this card is treated as a Field Spell Card with the following effect:

- As long as this card remains face-up on the field, each time your opponent activates a Spell or Trap Card, they toss a coin and call it. If they call it wrong, the effect is negated and the card is destroyed.

 

 

 

 

I've been rather ambitious with the effects, so any OCG fixes people can give would be welcomed. Plus, if people can come up with better names for DarkCity #1-5, it would be thanked.

 

1,000TH POST!!!!!

Link to comment
Share on other sites

hmm...this cards are pretty good...

the effects would make a great strategy...

just a mistake you made in all cards...

The sentence: "Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card from your Deck/Graveyard to your hand and activate it."

and "DarkCity Token" Card= "DarkCity Tokens"

 

Pics are great...

the effects are original...

 

Overall: 9/10 ('cause the mistakes) :D

 

--Make some monster cards for support...:D

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...