The7thSorrow Posted August 15, 2009 Report Share Posted August 15, 2009 The new archtype for this set is Spirit. There are 6 level 10 Spirit Kings of each attribute and 6 level 7 tuner monsters used to summon them. The idea of the set is that the tuner monsters are used as support for the effects of the Spirit King it will summon. The longer you have your tuner monster out, the better your Spirit King's effect will be. Any help/suggestions about anything are welcome! (66/80) List of ridicules card combinations with this set:(coming soon) [spoiler=New Cards]Note:These cards are based off this card[spoiler=Lore]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 "Spirit" monsters. You control all Machine-Type monsters. During each End Phase, if you control 3 or more Machine-Type monsters, send those cards to the Graveyard and inflict 1000 damage to you and your opponent. As long as you control a Machine-Type monster (other then this card), this card cannot attack and gains 500 ATK and DEF. Note:These cards are based off this card[spoiler=New Cards][spoiler=Lore]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Spirit". When you Summon a "Spirit" monster, it is treated as FIRE, WATER, EARTH, WIND, LIGHT and DARK until your next End Phase. Each time a card in your Graveyard is removed from play, draw a card from the bottom of your Deck. If this card is destroyed by a Card Effect, select 3 cards from you Deck and add them to your hand. While you control a Continuous Spell or Trap Card, this card cannot be chosen as an attack target. [spoiler=Lore] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 "Spirit" monsters or by Tributing 2 "Spirit" monsters while you control a Machine-Type monster. Battle Damage this card inflicts to your opponent becomes 0. You can destroy 1 Trap or Spell Card to return this card to your hand. If this card attacks directly, its ATK becomes 900 during the damage step only. [spoiler=Lore]While "Spirit Infused Bionic Avatar" is face-up on your field, activate the following effect:• During each Battle Phase, you can pay 500 Life Points to make it so 1 card you control cannot be destroyed by battle or declare an attack this turn.While "Spirit Infused War Machine" is face-up on your field, activate the following effect:• Once per turn, during you Main Phase, you can Special Summon 1 Spirit Mech Token (Machine-Type/DARK/Level 4/ATK 1600/DEF 1600).While "Spirit Infused Cyborg Ninja" is face-up on your field, activate the following effect:• One time only, you can negate effects that cause Battle Damage cards inflict to your opponent become 0. If you do, during the End Phase of that turn, this card inflicts 3000 damage to you.When you have activated each of these effects once, remove this card from play. [spoiler=Spirt Guardians/Kings ( 12 )][spoiler=Effects]During the turn this card is Summoned, if this card attacks a Monster with 2500 ATK or higher, it gains ATK equal to the Monsters Level x 100 until the end of the Damage Step. When this card destroys a Monster by battle, select and add 1 Level 6 or lower FIRE Monster from your Deck to your hand. You can return 1 card you control to its owner's hand to negate the activation of a Monster effect that targets 1 "Spirit" monster you control, and destroy it. If you return this card, Pay 1500 Life Points to Special Summon it during your next Standby Phase. 1 "Spirit Guardian of Fire" + 1 non-Tuner "Spirit" monsterEach time this card is Summoned, you can pay 1000 Life Points to add to your hand 1 FIRE Monster in your Graveyard. You take no Battle Damage from battles involving this card. This card's ATK is equal to half the combined Level of all face-up FIRE Monsters x 400. Whenever you Summon a FIRE Monster you can inflict damage to your opponent equal to the Summoned Monsters Level x 100. When this card is destroyed, you can return 1 "Spirit" monsters you control to you hand. If you do, Special Summon this card in face-up Defense Position during your next Standby Phase. [spoiler=Effects]Attacking non-WATER Monsters cannot choose this card as their target. Both players cannot Summon Monsters with 2500 ATK or higher in Attack Position. Once per turn, during your opponents End Phase, you can reduce this card's ATK by 1000 to destroy target Attack Position Monster your opponent controls. If you do, add 1 WATER Monster to your hand from your Deck. When this card is removed from the field, you can select up to 2 WATER Monsters in your hand and send them to the Graveyard. 1 "Spirit Guardian of Water" + 1 non-Tuner "Spirit" MonsterThe ATK of this card is equal to the sum of the original ATK of all WATER Monsters in your Graveyard. Once per turn you can remove 1 WATER Monster in your graveyard from play to destroy 1 face-up Spell or Trap Card your opponent controls. Each time your opponent destroys a card you control (other then this card), you can return to your Graveyard 1 card that was removed from play. During your Battle Phase, your opponent can have you send 1 “Spirit” monster to the Graveyard from your Deck. If they do, this card cannot attack this turn and is switched to Defense Position. This effect can only be activated once. [spoiler=Effects]This card cannot be destroyed by Monster Effects. When a Monster you control is destroyed by a Card Effect, switch this card's ATK and DEF until your next End Phase. Once per turn during each Standby Phase, you can change the Battle Position of this card. Each time this card changes Battle Position, reveal the top 2 cards of your Deck. Add 1 to you hand, and send the other to your Graveyard. If both cards revealed this way weren't Monster Cards, add 1 EARTH Monster from you Deck to your hand. 1 "Spirit Guardian of Earth" + 1 non-Tuner "Spirit" Monster. This card gains 500 ATK for each EARTH Monster you control. This card gains 500 ATK for each "Spirit" monster you control. Once per turn, if this card is in Defense Position, you can Tribute all EARTH Monsters you control to destroy all Spell and Trap Cards your opponent controls. If this card or another "Spirit" monster would be sent to the Graveyard, you can remove from play 1 EARTH Monster in your Graveyard instead. [spoiler=Effects]When this card is Summoned, you can select 1 WIND Monster from you Deck and 1 Monster your opponent controls that has the same Level and send both cards to the Graveyard. Each time your opponent activates a Trap or Spell Card, you can return this card to your hand to negate its effect and destroy it. When you do, you can also Special Summon up to 2 Level 4 or below "Spirit" Monsters from your Graveyard. You must pay 600 Life Points for each Monster Summoned this way. 1 "Spirit Guardian of Wind" + 1 non-Tuner "Spirit" MonsterThis card cannot be equipped with Equip Spell Cards. As long as you control a face-up "Spirit" monster other then this card, damage this card inflicts to your opponent is doubled. You can send 1 WIND Monster you control to the Graveyard to change the Battle Position of target face-up Monster. During you End Phase select 1 "Spirit" monster in your Graveyard and remove it from play. If you cannot, send this card to the Graveyard. Each time you Draw a "Spirit" monster, Special Summon it with 0 ATK or send it to the Graveyard. [spoiler=Effects]When this card is Normal Summoned and your opponent has more Life Points then you, gain Life Points equal to the difference. Once per turn during your End Phase, you can draw 1 Card from the bottom of your Deck. If it's a "Spirit" monster, send it to your Graveyard and gain Life Points equal to the Life Points you gained this turn. If its not, send it the the Graveyard or pay 700 Life Points to put it in your hand. Once per turn you can send 1 LIGHT Monster to the Graveyard from your hand and gain Life Points equal to its Level x 100. 1 "Spirit Guardian of Light" + 1 non-Tuner "Spirit" MonsterWhen an attacking Monster your opponent controls destroys this card by battle, gain Life Points equal to that Monsters ATK. Whenever you take Battle Damage, reduce that damage to 0 and gain that many Life Points instead. If this card is destroyed by a Card Effect, negate the effect and remove from play all LIGHT Monsters in your Graveyard to increase this cards ATK by the number of removed cards x 300. As long as you have at least 2000 more Life Points then your opponent, you must remove from play 1 "Spirit" monster in your Graveyard during your End Phase or destroy this card. [spoiler=Effects]Each time this card inflicts Battle Damage to your opponent, look at the top 7 cards of your Deck and select 1 DARK Monster. Inflict Damage to your opponent equal to half that Monster's ATK, then send it to your Graveyard. Put the rest of the cards on the bottom of your Deck. If you could not select a card, decrease your Life Points by 1000. If this card did not attack during your Battle Phase, it cannot be destroyed by battle or Card Effects. negate this effect at the beginning of your Battle Phase. 1 "Spirit Guardian of Darkness" + 1 non-Tuner "Spirit" MonsterDuring your End Phase if this card destroyed a Monster by battle this turn, decrease its ATK by 500. At the beginning of your Battle Phase you can remove 5 "Spirit" monsters in your Graveyard from play. If you do this card gains 500 ATK. This cards ATK cannot exceed 4000 this way. If this card would be destroyed by a Card Effect, remove 3 DARK Monsters from play in your Graveyard. If you do, negate the effect and destroy it. Each time you Draw a "Spirit" monster, send it to the Graveyard. [spoiler=Monsters ( 26 )][spoiler=Part 1: FIRE ( 3 )][spoiler=Effect]This card cannot be used as Tribute. This card cannot be destroyed by Card Effects. This card cannot be destroyed by battle. During your Standby Phase you can remove this card from play and Special Summon it during your End Phase. Each time you do, this card gains 100 ATK and DEF. When this card destroys a face-up Attack Position Monster by battle, Negate all of this card's effects. [spoiler=Effects]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing all face-up Monsters your opponent controls and an equal number of face-up Monsters you control. Each time a Monster is used as Tribute, put a Sun Counter on this card (max. 10). This card gains 300 ATK for each Sun Counter on it. When there are 10 Sun Counters on this card, remove them. Then destroy all Spell, Trap and Monster Cards (except this card) and have both players Life Points become 500. This effect cannot be negated. [spoiler=Part 2: WATER ( 3 )][spoiler=Effects]When this card is Normal Summoned, destroy all face-up Spell and Trap Cards you opponent controls, then remove it from play. During your opponents Standby Phase, if this card is removed from play, Special Summon it in face-up Attack Position, then your opponent skips their Battle Phase this turn. When this card is destroyed, you can Special Summon 1 WATER Monster from your Deck or hand. If you do, skip your next Battle Phase. [spoiler=Effect] Each time this card declares an attack, you can Special Summon 2 WATER Monsters that are removed from play or in your hand. If you do, all WATER Monsters you control must attack this turn. During your End Phase, if this card attacked this turn, destroy all WATER Monsters other then this card, and decrease this cards ATK by 400. You can Tribute this card to return half of you opponents cards (rounded down) to their owner's hands. [spoiler=Part 3: EARTH ( 6 )][spoiler=Effect] When this card is Normal Summoned select 4 EARTH Monsters from your hand, Graveyard, Deck or removed from play. Put 1 on the top of your Deck, 1 on the bottom of your Deck and the rest in your Graveyard. If this card is sent to the Graveyard and it was already Normal Summoned, remove it from play instead. [spoiler=Effect]This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 "Spirit" monsters you control to the bottom of your Deck. When this card is Special Summoned successfully, Special Summon 1 Isa's Spirit Dragon Token (Dragon-Type/WIND/Level 6/ATK 2400/DEF 2000). If this card would be destroyed, you can destroy 1 Isa's Spirit Dragon Token instead. When you control no Isa's Spirit Dragon Tokens, this card gains 500 ATK and becomes Level 8. [spoiler=Effects]Each time this card is removed from play from your Graveyard, you can return it to your Graveyard to Special Summon from your Deck 1 EARTH Monster in face-up Defense Position. If you do, pay Life Points equal to the Summoned Monsters Level x 200. During your Standby Phase, if there are 5 or more EARTH Monsters in your Graveyard, Special Summon this card with 3200 ATK and destroy it during your End Phase. [spoiler=Effects]When your opponent plays a Field Spell Card you can Special Summon this card from your hand. When this card is Special Summoned, destroy 1 Field Spell Card your opponent controls to return 1 Field Spell Card in your Graveyard to your hand. Decrease the ATK of all FIRE, WATER, DARK and LIGHT Monsters by 300 during the Damage Step only. EARTH Monsters you control gain 300 ATK during the Damage Step only. If Field Spell Card is played, destroy this card. [spoiler=Part 4: WIND ( 3 )][spoiler=Effect]Once per turn, you can select 1 card that was played this turn and return it to its owner's hand. If the selected card was a Monster Card, Decrease the DEF of this card by 400. This card can attack your opponent directly as long as its DEF is 300 or lower. When this cards DEF is 0, destroy it. When this card is sent to the Graveyard, you can equip it to a monster on the field. This card is then treated as an Equip Spell Card that increases the ATK of the equipped monster by 100 points for each card in both players hands. [spoiler=Effect] Each time you draw a card from the bottom of your Deck, you can also draw a card from the top of your Deck. As long as this card is in Attack Position, the effects of Monsters you control cannot be negated. As long as this card is in Defense Position, Spell Cards you control cannot be negated. Each time a Trap Card you control is negated, return it to your hand. During each Standby Phase, pay 200 Life Points. If you do not, the ATK and DEF of this card becomes 1600. [spoiler=Effect]When this card is Summoned successfully, select 2 WIND Monsters from your Deck. Send 1 to the top of your Deck and 1 to the bottom of your Deck. You can remove this card in your Graveyard from play to Special Summon 1 WIND Monster from your Graveyard that was sent there this turn (other then this card). When there are 3 WIND Monsters (including this card) removed from play, return 2 of them to your Graveyard and 1 to your hand. [spoiler=Part 5: LIGHT ( 3 )][spoiler=Effect]This card's ATK and DEF are equal to your Life Points. This card cannot be Normal Summoned or Set if your Life Points are above 2500. If your Life Points are 2500 or more, this card's Level is 5 and it can only be Special Summoned by Tributing 1 Monster. If your Life Points are 3000 or more, this card's Level is 8 and it can only be Special Summoned by Tributing 2 Monsters. If your Life Points are 4000 or more, this card's Level is 11 and it can only be Special Summoned by Tributing 3 Monsters. [spoiler=Effect]At the beginning of you Battle Phase, you can Tribute 1 "Spirit" monster to increase this cards ATK by the Monsters Level x 150 during the Damage Step only. If you do not, this card cannot attack this turn and its Battle Position is switched to Defense Position. During you Standby Phase, switch this card to Attack Position. [spoiler=Effects]This card is also treated as FIRE, WATER, WIND, EARTH, and DARK. You can Normal Summon this card without Tribute. If you do, it becomes Level 4 and its original ATK becomes 1700. You can remove this card from play to have 1 Monster you control be treated as FIRE, WATER, WIND, EARTH, LIGHT, and DARK until your next turn. [spoiler=Part 6: DARK ( 8 )][spoiler=Effects]You take no Battle Damage from battles involving this card. When this card is destroyed by a LIGHT Monster, remove it from play. During your Main Phase, if this card is in your Graveyard, you can select 1 Effect Monster in any Graveyard and remove it from play, then Special Summon this card. If you do, this card's ATK and DEF become the selected Monsters ATK and DEF. This card also gains all the effects of the selected Monster. During your opponents End Phase, Destroy this card (the effects this card gained are not negated). [spoiler=Effect]This card's ATK and DEF are equal to the difference between you and your opponent's Life Points. This card cannot be Normal Summoned or Set if the difference between you and your opponent's Life Points is 2500 or more. If the difference between you and your opponent's Life Points is 2500 or more, this card's Level is 5 and it can only be Special Summoned by Tributing 1 Monster. If the difference between you and your opponent's Life Points is 3000 or more, this card's Level is 8 and it can only be Special Summoned by Tributing 2 Monsters. If the difference between you and your opponent's Life Points is 4000 or more, this card's Level is 11 and it can only be Special Summoned by Tributing 3 Monsters. If the between you and your opponent's Life Points is exactly 0, this card's ATK and DEF are 3000. (except if your Life Points are both 4000. Then this card's ATK and DEF are 0) [spoiler=Effect]Each time this card destroys a Monster by battle, draw 1 card from the bottom of your Deck. When you Summon this card you can Tribute up to 2 Monsters. If you Tribute 1 Monster, this card becomes a Level 6 Monster with 2000 ATK and DEF. If you Tribute 2 Monsters, this card becomes a Level 9 Monster with 3000 ATK and DEF. [spoiler=Effect] You take no Battle Damage from battle involving this card. Each time this card is destroyed by battle, Special Summon from the Graveyard at the beginning of the next turn. Each time this card is sent to the Graveyard, discard the top 3 cards of your Deck. If any card discarded this way is a Spell Card or Ritual Monster, add it to your hand. [spoiler=Effect]When this card is Summoned, return all cards that are removed from play to your Graveyard. Each time a Monster is sent to the Graveyard, send 1 additional Monster to the Graveyard from your Deck. Each time this card inflicts Battle Damage to your opponent, inflict damage to your opponent equal to the number of Monster Cards in your Graveyard x 100. When this card inflicts Battle Damage to your opponent 2 times, remove it from play. [spoiler=Effect]Each time a Monster your opponent controls attacks, it gains 100 ATK during the Damage Step only for each attack a Monster your opponent controls has declared since this card was Summoned. At the end of your opponents Battle Phase, inflict 100 damage to your opponent for each Monster that attacked this turn. As long as this card remains in the Graveyard and if it was destroyed by battle, each time a Monster your opponent controls attacks, Decrease its ATK by 100 for each attack a Monster your opponent controls has declared since this card was destroyed. Also, at the end of your opponents Battle Phase, inflict 100 damage to your opponent for each Monster that did not attack this turn. [spoiler=Effect]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 "Spirit" monsters. You control all Machine-Type monsters. During each End Phase, if you control 3 or more Machine-Type monsters, send those cards to the Graveyard and inflict 1000 damage to you and your opponent. As long as you control a Machine-Type monster (other then this card), this card cannot attack and gains 500 ATK and DEF. [spoiler=Effect]During you Standby Phase, you can destroy 1 face-up Level 7 or lower Monster. If the card you destroyed was your opponents, skip your Battle Phase this turn. If the card you destroyed was yours, switch this cards ATK and DEF until your next Standby Phase. [spoiler=Ritual/Fusion Monsters ( 11 )][spoiler=Part 1][spoiler=Effect]This card can only be Ritual Summoned with the Ritual Spell Card, "Ancient Book of Spirit Summoning". When this card is Ritual Summoned you can return 1 Spell Card from your Graveyard to your hand. For each card destroyed by a Card Effect (except by this card's effect), you can pay 500 Life Points to destroy 1 additional card. When this card attacks a Monster in Defense Position, destroy that Monster without applying Damage Calculation. [spoiler=Effect]This card can only be Ritual Summoned with the Ritual Spell Card, "Ancient Book of Cursed Spirit Summoning". When this card is Ritual Summoned you can return 1 Spell Card from your Graveyard to your hand. Each time a card you control is destroyed this card gains 200 ATK. When this card destroys a Monster by battle, remove this card from play. As long as this card is removed from play, Monsters you control gain 200 ATK for each card destroyed since this card was played. When you destroy a Monster by battle, Special Summon this card with 2000 ATK if it is removed from play. [spoiler=Effect]This card can only be Ritual Summoned with the Ritual Spell Card, "Ancient Book of Cursed Spirit Summoning". When this card is Ritual Summoned you can return 1 Spell Card from your Graveyard to your hand. If this card is in Attack Position, switch it to Defense Position. If this card would be destroyed, Special Summon it in face-up Defense Position. During your Standby Phase, the ATK of all Monsters that attacked this card becomes 0 until this card is removed from play. [spoiler=Effects]"Spirit of Malevolence" + "Spirit of Hatred" + "Spirit of Agony"This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization"). This card cannot be destroyed. Each time a card is destroyed, you can have your Life Points become 500 to destroy up to 4 additional card. Also each time a card is destroyed, this card gains 2000 ATK and DEF. Each time you lose Life Points, you lose 500 Life Points instead. During your End Phase, reduce this cards ATK and DEF by 2000. [spoiler=Part 2][spoiler=Effect]"Spirit Messenger of War" + "Spirit Messenger of Peace"When this card is Summoned successfully, both players may Special Summon any number of Monster Card from their Decks and play any number of Spell or Trap Cards face-down. Each time a card is destroyed, this card gains 200 ATK. Each time this card destroys a Monster by battle, both players can shuffle their Graveyard into their Deck. If this card would be destroyed, shuffle it into your Deck instead. [spoiler=Part 3][spoiler=Effect]Your opponent cannot gain control of cards you control. Once per turn, If this card is in Attack Position, you can gain control of 1 Monster with 400 ATK or lower until the next End Phase. If this card is used as tribute to Summon "Spirit of Betrayal" you can Special Summon it during your End Phase. [spoiler=Effect]When this card is Summoned successfully, Your opponent must tribute 1 Monster Card. If they cannot, destroy this card. During each players Standby Phase, that player gains control of this card. This card cannot be used as tribute. During the Battle Phase of this card, a player can pay 500 Life Points. If they do this card cannot declare an attack this turn. [spoiler=Effect]"Spirit of Betrayal" + "Spirit of Loyalty"If you control no Monsters at the beginning of your opponents Battle Phase, Special Summon this card from your Graveyard. Its ATK and DEF become 3000 until the next End Phase. If your opponent controls no Monsters at the beginning of your Battle Phase, Special Summon this card from your Graveyard. Its ATK is 1000 and it cannot be the target of Card Effects until the next End Phase. [spoiler=Spell Cards ( 10 )][spoiler=Part 1][spoiler=Effect]Once per turn, you can Special Summon 1 "Spirit" monster from your Graveyard or Deck. When you do you can pay 0, 500, or 1000 Life Points. If you paid 0, its Level is 1 and its ATK and DEF are 0. If you paid 500, its Level is 2 and its ATK and DEF are 500.If you paid 1000, its Level is 3 and its ATK and DEF are 800. Negate all effects of Monsters Summoned this way. Destroy the card during your End Phase. [spoiler=Effect]During your Standby Phase, you can remove from play 1 "Spirit" monster you control. If you do, during your Battle Phase you can select 1 attacking Monster and have it gain ATK equal to half of the removed Monsters original ATK until End Phase. Also during your End Phase, Special Summon 1 "Spirit" Monster that was removed from play by this cards effect in face-up Attack or Defense Position. [spoiler=Effect] You can only equip this card to a "Spirit" monster you control. The Equipped Monster gains 150 ATK for each of the different attributes among all Monsters removed from play. If at anytime the Monster equipped with this card is treated as FIRE, WATER, EARTH, WIND, LIGHT and DARK, you can destroy this card and have that Monster gain 1200 ATK and deal Piercing Damage until your End Phase. also during your End Phase, destroy all Monsters treated as FIRE, WATER, EARTH, WIND, LIGHT and DARK. During your Standby Phase, if this card is in your Graveyard, you can remove 3 cards in your Graveyard from play to return this card to the top of your Deck. [spoiler=Part 2][spoiler=Effects]During each End Phase, place 1 Spirit Counter on this card. When this card is destroyed, you can Special Summon 1 "Spirit" monster from your Deck or Extra Deck whose Level is equal to the number of Spirit Counters on this card. If you do not choose to Special Summon a Monster this way, place this card face-up, under your control during your next Standby Phase. [spoiler=Effects]If a Card Effect causes you to skip your Battle Phase, Monsters you control gain 1 additional attack during your next Battle Phase. Each time a "Spirit" monster is destroyed, place 1 Spirit Counter on this card. When this card is destroyed, you can select an amount of cards removed from play equal to the number of Spirit Counters on this card and return them to your Graveyard. [spoiler=Effect]Return to your hand any number of cards in your Graveyard or removed from play. If you returned more then 3 cards this way, next turn your opponent can attack you directly with 1 Level 4 or lower Monster. If you returned more then 7 cards this way, next turn your opponent can attack you directly with up to 2 Level 4 or lower Monsters. If you returned more then 10 cards this way, next turn your opponent can attack you directly with 1 Level 7 or lower Monster. [spoiler=Effect]Destroy any number of cards you control. Add 1 Spell or Trap card to your hand from your Deck for each Spell or Trap Card destroyed this way. Add any number of Monster Cards from your Deck to your hand whose total Level is equal to or less then the total Level of Monsters destroyed this way. [spoiler=Trap Cards ( 3 )][spoiler=Effect]Activate only when an opponent's monster declares an attack. Destroy that Monster unless your opponent Pays 700 Life Points. If your opponent pays Life Points, flip this card face-down during your End Phase. If your opponent does not pay Life Points, Special Summon this card in Attack Position. It is treated as an Effect Monster Card (Fiend-Type/DARK/Level 7/ATK 2700/DEF 1700). (This card is still treated as a Trap Card.) While this card is treated as a Monster Card, pay 700 Life Points during each End Phase or destroy this card. [spoiler=Effect] Activate only before your opponents Battle Phase. Select 1 "Spirit" monster you control. During your opponents Battle Phase this turn, all Monsters they control must attack the selected Monster. When the selected Monster is destroyed by battle, your opponents Battle Phase ends. If the selected Monster was not destroyed by battle this turn, it gains 500 ATK and DEF. Then this card is returned to the bottom of your Deck. [spoiler=Effect]Activate only during your opponents Battle Phase when a Monster they control declares an attack. Negate that attack and switch your opponents Monster to Defense Position. Your opponent then ends their Battle Phase. Then the ATK and DEF of the Monster that your opponents chose as an attack target becomes 100. During your End Phase, Tribute 1 "Spirit" monster you control with 100 ATK and DEF. If the Monster used as Tribute was FIRE or DARK, you can destroy 1 card your opponents controls. If the Monster used as Tribute was WIND or LIGHT, you can gain 1000 Life Points. If the Monster used as Tribute was EARTH or WATER, you can draw 3 cards from the bottom of your Deck. Picture Credit: Deviantart Link to comment Share on other sites More sharing options...
Anonymous Posted August 15, 2009 Report Share Posted August 15, 2009 Nice cards, minor OCG errors.I suggest you to add cards in smaller parts, becouse it is too much to read, and epople get borred.Tuners are rather low-level monsters, but I think high-level is also ok.9/10 Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 15, 2009 Report Share Posted August 15, 2009 that took a while to get through Only Spiritual Assault and Spiritual Guidance need better effects, but since the rest have such great effects, I'll give you the 10/10 anyway Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 15, 2009 Author Report Share Posted August 15, 2009 Thanks for rating, I'm glad, you like the cards, I will probably be adding a few more in the near future.. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 15, 2009 Report Share Posted August 15, 2009 just let us know when the updates come, k? Link to comment Share on other sites More sharing options...
Alcander Posted August 15, 2009 Report Share Posted August 15, 2009 they are amazing!, minor OCG errors, good pics, great effects. 9.5/10 Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 16, 2009 Author Report Share Posted August 16, 2009 Added 2 new cards,Spirit of the Forgotten: DARK Spirit King supportSpirit of Changing Essence: helps all Spirit attributes Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 16, 2009 Report Share Posted August 16, 2009 both cards look well balanced out (took a while to find them though) 9/10 Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 16, 2009 Author Report Share Posted August 16, 2009 yeah, I'm separating the monsters by Level, that will be done by the next update. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 16, 2009 Report Share Posted August 16, 2009 thanks, it was getting VERY disorienting to find the new updates. Personally I'd just put the new added cards at the very top of the list Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 16, 2009 Author Report Share Posted August 16, 2009 that works too Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 16, 2009 Report Share Posted August 16, 2009 ok I leave it to you, though what I suggested is usually one that most people favor........ Link to comment Share on other sites More sharing options...
Scyire Posted August 16, 2009 Report Share Posted August 16, 2009 A tad over-powered and the effects are a little too long. Great set, and they'd make a killer deck.4.5/5 Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 17, 2009 Author Report Share Posted August 17, 2009 New cards added! Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 18, 2009 Author Report Share Posted August 18, 2009 Created and added an additional 6 cards since this morning. Maybe I should rest?........ nah, got too many ideas. Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 19, 2009 Author Report Share Posted August 19, 2009 So, I changed the layout, making everything much more accessible. Hopefully this means more people will comment. I will also be adding a few more cards later today. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 19, 2009 Report Share Posted August 19, 2009 just let us know when the new cards are up, k? Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 20, 2009 Author Report Share Posted August 20, 2009 bump1 new card added + holo version Link to comment Share on other sites More sharing options...
swimmer117 Posted August 20, 2009 Report Share Posted August 20, 2009 great set my good sir! awesome cards! 10/10only thing is add a few more Trap Cards if you can make them ;) Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 20, 2009 Report Share Posted August 20, 2009 Do it without the holo version, it looks better, though the effect for it is well done 9/10 Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 20, 2009 Author Report Share Posted August 20, 2009 great set my good sir! awesome cards! 10/10only thing is add a few more Trap Cards if you can make them ;) I'm working on that... hopefully next update Do it without the holo version' date=' it looks better, though the effect for it is well done 9/10[/quote'] I just figured out how to make Holo cards, so I did... got a bit excited so it didn't look great but I'll try agin with other cards. Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 21, 2009 Author Report Share Posted August 21, 2009 2 new cards added! Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 21, 2009 Author Report Share Posted August 21, 2009 Trap Cards added... found many pictures so will be updating more often. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted August 21, 2009 Report Share Posted August 21, 2009 the spirit hunt trap is balanced the way it is, so I'll give it 9/10 Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 21, 2009 Author Report Share Posted August 21, 2009 spirit hunt is an old trap, did u look at the new ones in the new cards section Link to comment Share on other sites More sharing options...
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