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Golden Sun Cards


encapturer

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Well, I made some Golden Sun cards a long time ago, and after I found them, I decided to update them, clean them up a little, fix some underpowered effects, and whatnot. I've tried to keep them balanced, useful, and yet true to the game. I haven't made too many into actual cards using the cardmaker, but I am working on it! Well, there's also the written version as well, if you're interested, though these are definately not all the cards.

 

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002 ChestBeater

3/1500/1500 EARTH/Beast

 

003 Briggs

4/1500/1900 WATER/Warrior/Effect

Once per turn, you may special summon 1 "Sea Fighter" Token (Warrior-Type/WATER/Level 4/ATK 1400/DEF 500). If you activate this effect, this card cannot attack this turn.

 

004 Serpent

5/2600/2900 EARTH/Reptile/Effect

Decrease the ATK and DEF of this monster by 500 for each LIGHT monster on the field. This card is treated as a Normal Monster while it is face-up on the field, in your hand, or in your deck.

 

005 Poseidon

6/2000/1700 WATER/Aqua/Effect

As long as "Umi" is face-up on the field, this card cannot be destroyed by battle, and cannot be removed from the field, except by its own effect. If this card battles a monster equipped with Trident, destroy this card after damage calculation.

 

006 Trident

Equip Magic

Increase the equipped monster's ATK and DEF by 800. If the monster equipped with this card battles a WATER monster, increase the equipped monster's ATK and DEF by another 1500 during damage calculation only.

 

007 Moapa

5/2000/1800 WIND/Warrior/Effect

When this monster is summoned, you can special summon up to 2 'Knight' cards from your hand or deck.

 

008 Knight

4/1800/1400 WIND/Warrior

 

009 Karst - Fire Adept

6/2100/1900 FIRE/Warrior

When this card attacks, you can roll a six-sided die. If a one or two is rolled, destroy the monster this card is attacking without damage calculation.

 

010 Agatio - Fire Adept

6/2500/2000 FIRE/Warrior

By reducing the ATK of this card by 500 until your next standby phase, you may select one monster on your opponent's side of the field. That monster cannot attack during your opponent's next battle phase.

 

011 Flame Dragon Transformation

Magic Card

Select one FIRE adept monster card. Increase that monster's base ATK and DEF by 1200 and negate its effect.

 

012 Doom Dragon

11/5000/5000 LIGHT/Dragon/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending three "Adept" monsters you control of different attributes from the Field to the Graveyard. Place three head tokens on this card when it is Special Summoned. If this card would leave the field due to battle or an opponent's card effect, you can remove a head token instead. If this card has no head tokens, remove this card from play. Decrease this card's ATK and DEF by 1000x the number of head counters on this card. This card can attack during the same battle phase as many times as the number of head counters on this card.

 

013 Sentinel

9/3100/2600 DARK/Warrior/effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 non-token monsters. This Monster is not affected by Magic or Trap Cards.

 

014 Star Magician

9/2900/2700 DARK/Spellcaster/effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 non-token monsters. Destroy all other monsters on your side of the field when this card is special summoned. Monsters may not be summoned to your side of the field except by the effect of this card. Place a Thunder Token (1/1500/300 WIND/rock), Anger Token (1/1800/0 FIRE/Rock), Refresh Token (1/300/1500 WATER/Rock), and Guardian Token (1/0/1800 EARTH/Rock) in your monster spaces (even if another card forbids use of any monster spaces). If there is less than 4 tokens on your side of the field, you may flip two coins once per turn and special summon the corresponding token: HH:Anger, HT:Guardian, TH:Thunder, TT:Refresh

As long as this card is on the field, the tokens have the following effects:

Thunder: This token can attack all monsters on your opponent's side of the field once each.

Anger: Tribute this token to reduce the ATK and DEF of all opponent's monsters by the attack of this monster.

Refresh: During your standby phase, increase your life points by 1000

Guardian: During your end phase you can choose one monster and reduce its ATK by 9/10 until the end of your opponent's next turn.

 

015 Dullahan

12/2700/4000 DARK/zombie/effect

You must tribute 3 non-token monsters of different attributes in order to normal summon this monster (You cannot set this monster). This monster may not be special summoned. When this card attacks, you may choose and activate one of the following effects:

*Triple this card's ATK for the damage step only

*Restore your life points equal to the battle damage done to your opponent at the end of the damage step

*Flip a coin for for each of your opponent's monsters. On heads, destroy that monster.

 

016 Collosso

Normal Spell

All monsters on the field are placed in Attack position (Flip effects are not applied at this time). Both players randomly select 1 monster card on the field and compare their ATK. The one with the lowest ATK is destroyed. Repeat until one player does not have a monster.

 

017 Wise One Appears!

Normal Trap

If a field spell card with "Lighthouse" in its name is in play, special summon 1 Wise One from your Deck

 

018 Wise One

12/7000/7000 LIGHT/Divine/Effect

This card cannot be Normal Summoned. This card can only be special summoned by the effect of "Wise one Appears". This monster cannot attack. This card cannot be destroyed. This card returns to the deck two turns after it was summoned. Once per turn, if this card is in your hand, you may return it to your deck in order to draw another card. If this card is in the graveyard, immediately return it to your deck.

 

019 Mercury Lighthouse

Field Spell

Increase the ATK and DEF of all WATER monsters by 500. Decrease the ATK and DEF of all FIRE monsters by 200. If an "Adept" monster deals Battle Damage to a player, the controller of that monster gains life points equal to the damage dealt.

 

020 Venus Lighthouse

Field Spell

Increase the ATK and DEF of all EARTH monsters by 500. Decrease the ATK and DEF of all WIND monsters by 200. Battle Damage to the controller of an "Adept" monster from a battle involving that "Adept" monster becomes 0.

 

021 Jupiter Lighthouse

Field Spell

Increase the ATK and DEF of all WIND monsters by 500. Decrease the ATK and DEF of all EARTH monsters by 200. If a Spell or Trap card is activated during a battle involving an "Adept" monster, the controller of the "Adept" monster can negate that battle, to negate and destroy the Spell or Trap card.

 

022 Mars Lighthouse

Field Spell

Increase the ATK and DEF of all FIRE monsters by 500. Decrease the ATK and DEF of all WATER monsters by 200. When "Adept" monsters attack with an ATK that is higher than the DEF of your opposing Defense Position monster, inflict the difference as Battle Damage to the Life Points of the controller of the Defense Position monster.

 

Suggestions? Tips? Help with finding pictures? Any feedback would be welcome.

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