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[BOOSTER] Fated Power [60/60?]


EnkoMaun

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FAPW!!!!

This 60 card set includes 2 new archetypes, some Mokey Mokey, Warrior, Counter Fairy, Batteryman and Ritual Support, some new synchros for Types that don't have their synchros yet, S/T counterparts and some random S/T.

I may add more stuff later.

 

Enjoy, and rate!

[spoiler=FAPW!]

[FAPW-EN001]

Overpowering Radio (* * * *) DARK

Machine/Tuner – ATK 2000 DEF 100

”The source of a worldwide radio broadcast, which has already hypnotized many all around the world. The motive and plans of the owner is unknown.”

 

[FAPW-EN002]

Master Blader (* * * *) EARTH

Warrior – ATK 1900 DEF 1900

”A warrior that has mastered all kinds of martial arts, swordfighting and all ways of defending, although he keeps his powers a secret.”

 

[FAPW-EN003]

Mokey Trice Megistus (* * *) LIGHT

Fairy/Tuner – ATK 900 DEF 600

”When 3 Mokey Mokeys come togehter, a sheer unknown force is awakened. Although it’s powers are a mystery, something is bound to happen when it’s around.”

 

[FAPW-EN004]

Warrior Mokey (* * * *) LIGHT

Fairy/Effect – ATK 1800 DEF 1200

As long as this card is on the field, all monsters you control with “Mokey” in it’s name is treated as “Mokey Mokey”. When a “Mokey Mokey” is destroyed, Special Summon 1 “Mokey Mokey” from your Deck.

 

[FAPW-EN005]

Target Mokey (*) LIGHT

Fairy/Effect – ATK 0 DEF 2000

If this card is Set, when you control a “Mokey Mokey”, flip it into face-up Defense Position. Your opponent cannot select another “Mokey Mokey” as a target.

 

[FAPW-EN006]

Quick Commander (* * * *) EARTH

Warrior/Effect – ATK 1600 DEF 1900

If you add this card from your Deck to your hand, you can Special Summon it. Increase the ATK and DEF of all Warrior-Type monsters by 400, except this card.

 

[FAPW-EN007]

Milgum the Recon Man (* *) WIND

Warrior/Effect – ATK 700 DEF 800

If this card is destroyed and sent to the Graveyard, you can return 1 card from your hand to your Deck to add 1 Warrior-Type monster from your Deck to your hand.

 

[FAPW-EN008]

Hopeless Freed (* * * *) DARK

Warrior/Effect – ATK 1700 DEF 1100

You can discard this card to the Graveyard to add 1 “Reinforcement of the Army” from your Deck or Graveyard to your hand.

 

[FAPW-EN009]

Tag Warriors (* * *) EARTH

Warrior/Tuner – ATK 1000 DEF 1000

Once per turn, if this card would be destroyed by battle, it is not destroyed.

 

[FAPW-EN010]

Gilford the Caller (* * * * * * * *) LIGHT

Warrior/Effect – ATK 2800 DEF 2600

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 Warrior-Type monsters from your side of the Field or your Graveyard. When this card is Special Summoned, you can Special Summon all Warrior-Type monsters that were added to your hand from the Deck.

 

[FAPW-EN011]

Mother Rat (* * * *) EARTH

Beast/Effect – ATK 1400 DEF 1450

FLIP: Return up to 3 “Giant Rat” from your Graveyard to your Deck. Then draw 1 card.

 

[FAPW-EN012]

Troll of Politics (* * *) DARK

Fiend/Effect – ATK 1000 DEF 1800

As long as this card is face-up on the field, monsters that are destroyed by card effects are treated as destroyed by battle.

 

[FAPW-EN013]

Grappler Zapper (* * *) LIGHT

Thunder/Tuner – ATK 0 DEF 0

Once per turn, you can take control of 1 Level 4 or lower monster your opponent controls, until the End Phase of the turn.

 

[FAPW-EN014]

Batteryman AAA (* * * *) LIGHT

Thunder/Effect – ATK 1000 DEF 1000

As long as this card is on the field, this card’s name is treated as “Batteryman AA”. Once per turn, you can discard 1 card to take 1 “Batteryman AA” from your Deck to your hand.

 

[FAPW-EN015]

Guide Rock (* * * *) EARTH

Rock/Effect – ATK 1400 DEF 1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Rock-Type monster with an ATK of 1500 or less from your Deck in Defense Position.

 

[FAPW-EN016]

Magnus Spikeshooter (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 1800

During your opponent’s Battle Phase, you can send this card back to your hand to decrease the ATK of all face-up monsters your opponent controls by 500 until the End Phase.

 

[FAPW-EN017]

Magnus Wall (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 2400

During your opponent’s Battle Phase, if a monster you control is attacked, you can reveal this face-down card to redirect the attack to this card.

 

[FAPW-EN018]

Magnus Bouncer (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 2000

You can send this face-up card and 1 monster your opponent controls to the top of their owner’s Decks.

 

[FAPW-EN019]

Magnus Block (* * * * *) LIGHT

Rock/Effect – ATK 0 DEF 2500

Once, during either player’s turn you can reveal this face-down card to negate the activation and the effect of a Spell, Trap or monster effect and destroy the card.

[FAPW-EN020]

Magnus Magnet (* * *) LIGHT

Rock/Tuner – ATK 0 DEF 1800

You can remove this card in your Graveyard and 1 face-down Level 4 “Magnus” monster you control to the Graveyard to Special Summon 1 “Magnus Emptier” or 1 “Magnus Dome” from your Extra Deck.

 

[FAPW-EN021]

Necroid Mortician (* * *) EARTH

Zombie/Effect - ATK 1300 DEF 1200

You can send 1 monster from both player's Decks to the Graveyard to increase the ATK of this card by 700.

 

[FAPW-EN022]

Necroid Shapesnatch (*) DARK

Zombie/Tuner - ATK ? DEF 0

Once per turn, you can send up to 4 monsters from your Deck to increase the Level of this card by the number of monsters sent to the Graveyard by this effect. The ATK of this card becomes the number of cards sent to the Graveyard by this effect by 400. You can treat this card's name as "Plaguesprader Zombie."

 

[FAPW-EN023]

Necroid Axwielder (* * * *) EARTH

Zombie/Effect - ATK 1800 DEF 0

Once per turn, you can remove from play 1 Zombie-Type monster from your Graveyard to destroy 1 card your opponent controls. Negate the effect of a non-Zombie-Type monster that battles this monster.

 

[FAPW-EN024]

Necroid Avenger (* *) DARK

Zombie/Effect - ATK 1600 DEF 1400

Inflict 500 damage to your opponent's Life Points each time a monster is sent to the Graveyard from either player's Deck.

 

[FAPW-EN025]

Necroid Harbringer (* * *) DARK

Zombie/Effect - ATK 1000 DEF 1000

You can send this card back to your Deck to Special Summon 1 Zombie-Type monster from your Graveyard.

 

[FAPW-EN026]

Necroid Doom Shaman (* * * * * *) DARK

Zombie/Synchro/Effect - ATK 2100 DEF 1900

1 Tuner + 1 or more non-Tuner Zombie-Type monsters

When a monster is sent from the Deck to the Graveyard, you can Special Summon it to your side of the field. The effect of the monster Special Summoned by this effect is negated. When this card is destroyed, decrease your Life Points by 700 for each monster Special Summoned by this effect.

 

[FAPW-EN027]

Necroid Warmaster (* * * * * * * *) DARK

Zombie/Synchro/Effect - ATK 2000 DEF 3000

1 Tuner + 1 or more non-Tuner Zombie-Type monsters

Once per turn, you can send 4 cards from the top of your Deck to increase the ATK of this card by 500 for each card sent to the Graveyard.

 

[FAPW-EN028]

Magnus Emptier (* * * * * * *) LIGHT

Rock/Synchro/Effect – ATK 0 DEF 2300

“Magnus Magnet” + 1 or more non-Tuner monsters

You can Synchro Summon this card is face-down Defense Position. When this card is flipped face-up, you can send up to 5 cards your opponent controls back to the bottom of the Deck.

 

[FAPW-EN029]

Magnus Dome (* * * * * * *) LIGHT

Rock/Synchro/Effect – ATK 0 DEF 3000

“Magnus Magnet” + 1 or more non-Tuner monsters

As long as this card is in face-up Attack Position, “Magnus” monsters cannot be destroyed by battle.

 

[FAPW-EN030]

Wise Moray (* * * * * *) WATER

Fish/Synchro/Effect – ATK 1700 DEF 500

1 Tuner + 1 or more non-Tuner monsters

Once per turn, by Tributing 1 Fish-Type monster on the field, you can increase the ATK of this card by the ATK of the monster you Tributed until the End Phase of the turn.

 

[FAPW-EN031]

King Insect - The Devourer (* * * * * * * *) EARTH

Insect/Synchro/Effect – ATK 0 DEF 0

1 Tuner + 2 or more non-Tuner monsters

Increase the ATK of this card by 700 for each Insect-Type monster on the field. Once per turn, you can Tribute 1 Insect-Type monster on the field to destroy cards on the field equal to the Level of the Tributed monster.

 

[FAPW-EN032]

Mokey Mokey Emperor (* * * *) LIGHT

Fairy/Synchro/Effect – ATK 300 DEF 200

1 Tuner + 1 or more non-Tuner monsters

Increase the ATK of this card by 1000 for each “Mokey Mokey” on your side of the field and in your Graveyard. You can remove up to 3 monsters in your Graveyard from play to decrease the Level of this card by the same amount.

 

[FAPW-EN033]

Mokey Dividum Tris

Quick-Play Spell Card

You can pay 1000 Life Points to add this card from your Deck to your hand if there is a face-up “Mokey Trice Megistus” on the field. If you do this, skip your next Draw Phase. Tribute 1 “Mokey Trice Megistus” you control to Special Summon 3 “Mokey Mokey” from your Deck.

 

[FAPW-EN034]

Mokey Explosion

Qucik-Play Spell Card

Tribute 1 Fairy-Type monster on the field and select 1 “Mokey Mokey” you control. The selected monster can attack your opponent directly. You can remove from play this card and 1 more monster in your Graveyard to add 1 “Mokey Explosion” from your Deck to your hand.

 

[FAPW-EN035]

Magnus Cover

Normal Spell Card

Flip all face-up monsters with a DEF higher than it’s ATK into face-down Defense Position.

 

[FAPW-EN036]

Magnus Provocation

Quick-Play Spell Card

Activate only during your opponent’s turn by paying 1000 Life Points. Flip all face-down “Magnus” monsters into face-up Attack Position and switch their ATK and DEF values. Your opponent must conduct his/her Battle Phase during this turn, and all monsters your opponent controls must attack the monster you control with the highest ATK this turn.

 

[FAPW-EN037]

Pitch-Dark Hole

Normal Spell Card

Remove 3 DARK monsters from your hand, your side of the field or the Graveyard. Destroy all monsters on the field.

 

[FAPW-EN038]

Micro Cosmos

Continuous Spell Card

Level 2 or lower monsters on the field cannot be destroyed. Neither player can Tribute Summon or Special Summon Level 5 or higher monsters.

 

[FAPW-EN039]

Necroid Revenge

Normal Spell Card

Tribute 1 “Necroid” monster. Your opponent sends cards from the top of their Deck equal to the number of cards sent from your Deck to the Graveyard during this turn.

 

[FAPW-EN040]

Call of Necros

Normal Spell Card

Special Summon 1 monster from either player's Graveyard, then send 3 cards from the top of your Deck to the Graveyard.

 

[FAPW-EN041]

Nova Cavity

Continuous Spell Card

During each of your Standby Phases, pay 500 Life Points. Whenever 2 or more monsters are destroyed in the same time, you can remove from play all cards on the field, and Special Summon 1 monster from your hand, ignoring the Summoning conditions.

 

[FAPW-EN042]

Gore Blade

Equip Spell Card

Increase the ATK of the monster equipped with this card by 500 each time it destroys a monster by battle.

 

[FAPW-EN043]

Grand Lottery

Normal Spell Card

Send any number of cards from your hand to your Deck and shuffle your Deck. Then draw a number of cards equal to the number of cards you sent from your hand to your Deck. Increase your Life Points by 600 for each card you drew with the same name with any of the cards you sent to the Deck.

 

[FAPW-EN044]

Oath of Blades

Normal Spell Card

Select 1 Warrior-Type monster. If a monster you control would be destroyed, you can destroy the selected monster instead.

 

[FAPW-EN045]

Soul Drainer Blade

Equip Spell Card

Increase the ATK of the monster eequipped with this card by 400. When the equipped monster destroys a monster by battle, remove it from play. When this card is destroyed, decrease your Life Points by the half of the original ATK of the monster equipped with this card.

 

[FAPW-EN046]

Restart Game

Normal Spell Card

When this card is resolved, remove it from play. This card can only be activated if your Life Points are 1000 or lower, and your opponent’s Life Points are 4000 or higher. Both players send all cards in their hands, fields and Graveyards to their Deck and draw 5 cards. Then both player’s Life Points become 4000.

 

[FAPW-EN047]

Ritual of the D’ni

Ritual Spell Card

Send monsters from your hand and side of the field whose total Levels equal to the Level of 1 Ritual Monster in your Graveyard to Special Summon that monster from your Deck. This card then returns back to your Deck.

 

[FAPW-EN048]

Comradery

Normal Trap Card

Activate only when a Warrior-Type monster you control is destroyed. Add 1 Warrior-Type monster from your Deck to your hand.

 

[FAPW-EN049]

Army of Full Order

Normal Trap Card

If there are 3 Warrior-Type monsters on the field with the same name, you can activate 1 of these effects:

• Tribute any number of monsters on the field to destroy cards on your opponent’s side of the field by the same number of monsters Tributed.

• Return all monsters you control to your Deck and take 3 Warrior-Type monsters from your Deck to your hand.

 

[FAPW-EN050]

Hidden Radio

Continuous Trap Card

You can only activate this card during your Main Phase. This card is treated as a Tuner Monster (Machine-Type/EARTH/Level 2/ATK 600/DEF 1200)and is Special Summoned to your side of the field. (This card is also treated as a Trap Card)

 

[FAPW-EN051]

Dark Apophis

Continuous Trap Card

You can only activate this card during your Main Phase. This card is treated as a Effect Monster (Fiend/DARK/Level 8/ATK 2600/DEF 2500)and is Special Summoned to your side of the field. Once per turn, you can remove from play 1 Trap Card to destroy 1 monster on the field.

 

[FAPW-EN052]

Common Sense

Counter Trap Card

Activate only when your opponent activates a Trap Card when you attack. Negate the activation of the Trap Card and destroy it. Your opponent must send all cards with the same name from their hand or Deck to the Graveyard.

 

[FAPW-EN053]

Mutual Friend

Counter Trap Card

Activate only when your opponent selects a monster as an attack target with the same Type as the attacking monster. Switch the control of the attacking monster.

 

[FAPW-EN054]

Sheep Psychology

Counter Trap Card

Activate only when there are 3 cards with the same name on your opponent’s side of the field. All monsters with the same name must attack a face-up monster you control.

 

[FAPW-EN055]

Comparitive Judgement

Counter Trap Card

Activate only when there are 2 or more monsters on your opponent’s side of the field with different ATK. During your opponent’s Battle Phase, you can choose the attack target.

 

[FAPW-EN056]

Mind Mirror Force

Normal Trap Card

Activate only when your opponent attacks. Remove from play all cards in your hand to remove from play all monsters your opponent controls.

 

[FAPW-EN057]

Arch Council of Monarchs

Continuous Trap Card

Once per turn, can send 1 Level 6 monster back to your Deck to Special Summon 1 Level 6 monster from your Deck with the same ATK. The Special Summon is treated as a Tribute Summon. Pay 1000 Life Points during each of your Standby Phases. (This is not optional)

 

[FAPW-EN058]

Shifting to Darkness

Normal Trap Card

Remove from play 1 monster on the field and pay Life Points equal to it’s ATK. Special Summon 1 DARK monster with a Level equal to or 1 Level higher than the Level of the removed monster.

 

[FAPW-EN059]

Outdeck Block

Continuous Trap Card

Activate only if there are 3 or less cards in your Graveyard. Neither player can conduct his/her Draw Phase. Negate the effects of all cards that send cards from the Deck to the Graveyard.

 

[FAPW-EN060]

Fated Power

Normal Trap Card

Select 1 monster. Put Fate Counters on the selected monster equal to it’s Level. During each of your Standby Phases, remove 1 Fate Counter from this card. If the monster is attacked, you can remove 1 Fate Counter from the selected monster and discard 1 card from your hand to negate the attack. When there are no Fate Counters on the card, increase the ATK of the card by it’s Level x400.

 

 

Link to comment

FAPW!!!!

This 60 card set includes 2 new archetypes' date=' some Mokey Mokey, Warrior, Counter Fairy, Batteryman and Ritual Support, some new synchros for Types that don't have their synchros yet, S/T counterparts and some random S/T.

I may add more stuff later.

 

Enjoy, and rate!

[spoiler=FAPW!']

[FAPW-EN001]

Overpowering Radio (* * * *) DARK

Machine/Tuner – ATK 2000 DEF 100

”The source of a worldwide radio broadcast, which has already hypnotized many all around the world. The motive and plans of the owner is unknown.”

 

Level 4 normal Tuner? Decent ATK too. Yay for Havoc support~!

Fine card is fine.

 

[FAPW-EN002]

Master Blader (* * * *) EARTH

Warrior – ATK 1900 DEF 1900

”A warrior that has mastered all kinds of martial arts, swordfighting and all ways of defending, although he keeps his powers a secret.”

 

Combined ATK/DEF are great, but this wouldn't even see play in my Havoc Deck... It's worth trying to make a use for Normal Monsters, they just clog up the card pool otherwise :s

 

[FAPW-EN003]

Mokey Trice Megistus (* * *) LIGHT

Fairy/Tuner – ATK 900 DEF 600

”When 3 Mokey Mokeys come togehter, a sheer unknown force is awakened. Although it’s powers are a mystery, something is bound to happen when it’s around.”

 

Normal Tuner again, Havoc says YAAAAAY. And a normal Mokey archtype could be fun.

 

[FAPW-EN004]

Warrior Mokey (* * * *) LIGHT

Fairy/Effect – ATK 1800 DEF 1200

As long as this card is on the field, all "Mokey" monster are treated as “Mokey Mokey”. When a “Mokey Mokey” is destroyed, Special Summon 1 “Mokey Mokey” from your Deck.

 

I made a slight wording change, can his effect Summon a Mokey Mokey when he's destroyed? Or if many are destroyed at once? I was hoping for a Normal Archtype though, oh well.

 

[FAPW-EN005]

Target Mokey (*) LIGHT

Fairy/Effect – ATK 0 DEF 2000

If this card is Set, when you control a “Mokey Mokey”, flip it into face-up Defense Position. Your opponent cannot select another “Mokey Mokey” as a target.

 

I don't know how helpful that would really be. Seems like an ok design, though.

 

[FAPW-EN006]

Quick Commander (* * * *) EARTH

Warrior/Effect – ATK 1600 DEF 1900

If you add this card from your Deck to your hand, you can Special Summon it. Increase the ATK and DEF of all Warrior-Type monsters by 400, except this card.

 

RotA target? How many cards can actually search this? Freed, I guess.

 

[FAPW-EN007]

Milgum the Recon Man (* *) WIND

Warrior/Effect – ATK 700 DEF 800

If this card is destroyed and sent to the Graveyard, you can return 1 card from your hand to your Deck to add 1 Warrior-Type monster from your Deck to your hand.

 

...And this searches it too, RotA, Warrior Returning Alive, Freed, Rhaz, I like these cards, they seem to work with Warrior's Toolbox-ness.

 

[FAPW-EN008]

Hopeless Freed (* * * *) DARK

Warrior/Effect – ATK 1700 DEF 1100

You can discard this card to the Graveyard to add 1 “Reinforcement of the Army” from your Deck or Graveyard to your hand.

 

This is effectively changing RotA from @1 to @4 and then giving it legs as well? Make it have an extra cost, a discard or 1000 LP should be good.

 

[FAPW-EN009]

Tag Warriors (* * *) EARTH

Warrior/Tuner – ATK 1000 DEF 1000

Once per turn, if this card would be destroyed by battle, it is not destroyed.

 

Earth/Warrior version of Dark Resonator. I don't see much interest in here, but nothing wrong with it.

 

[FAPW-EN010]

Gilford the Caller (* * * * * * * *) LIGHT

Warrior/Effect – ATK 2800 DEF 2600

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 Warrior-Type monsters from your side of the Field or your Graveyard. When this card is Special Summoned, you can Special Summon all Warrior-Type monsters that were added to your hand from the Deck.

 

What do you do in this situation:

Player 1: uses RotA to add Maruading Captain, then Summons A Maruading Captain from their hand.

Next turn player one SS's Caller and tries to Summon a MC, saying it was the one he added last turn, and that he had two. There's no way to prove it either way.

 

I just think that you need to re-plan/re-word the last part of the effect, if I even read it right.

 

[FAPW-EN011]

Mother Rat (* * * *) EARTH

Beast/Effect – ATK 1400 DEF 1450

FLIP: Return up to 3 “Giant Rat” from your Graveyard to your Deck. Then draw 1 card.

 

I don't like it as a FLIP, if it was activated when it was attacked or something, it would work when Summoned by Giant Rat, making it mesh together more.

 

[FAPW-EN012]

Troll of Politics (* * *) DARK

Fiend/Effect – ATK 1000 DEF 1800

As long as this card is face-up on the field, monsters that are destroyed by card effects are treated as destroyed by battle.

 

Interesting effect, if I equip something with Mist Body, is it now untouchable to battle AND card effects? Or does the effect only work on things that have been destroyed already?

 

[FAPW-EN013]

Grappler Zapper (* * *) LIGHT

Thunder/Tuner – ATK 0 DEF 0

Once per turn, you can take control of 1 Level 4 or lower monster your opponent controls, until the End Phase of the turn.

 

Eh, seems OP'd, a lot of players will leave something out, especially early or late game, and this doesn't just tune with it, it can take it for other reasons too.

 

[FAPW-EN014]

Batteryman AAA (* * * *) LIGHT

Thunder/Effect – ATK 1000 DEF 1000

As long as this card is on the field, this card’s name is treated as “Batteryman AA”. Once per turn, you can discard 1 card to take 1 “Batteryman AA” from your Deck to your hand.

 

Whoa, Batteryman OTK just went crazy OO

It doesn't gain ATK though, so this is fine.

 

[FAPW-EN015]

Guide Rock (* * * *) EARTH

Rock/Effect – ATK 1400 DEF 1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Rock-Type monster with an ATK of 1500 or less from your Deck in Defense Position.

 

I like. Rocks pwn. Approved.

Although the Zombie Searcher got 2000 or less DEF (almost any Zombie), maybe you could change the 1501> ATK to something with more options?

 

[FAPW-EN016]

Magnus Spikeshooter (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 1800

During your opponent’s Battle Phase, you can send this card back to your hand to decrease the ATK of all face-up monsters your opponent controls by 500 until the End Phase.

 

Doesn't actually seem very useful, 1500, maybe? Even then, I don't see it being worth Summoning.

 

[FAPW-EN017]

Magnus Wall (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 2400

During your opponent’s Battle Phase, if a monster you control is attacked, you can reveal this face-down card to redirect the attack to this card.

 

2400 DEF and a -good- effect? I like it, at least Rocks get support.

 

[FAPW-EN018]

Magnus Bouncer (* * * *) LIGHT

Rock/Effect – ATK 0 DEF 2000

You can send this face-up card and 1 monster your opponent controls to the top of their owner’s Decks.

 

This thing can pretty much create a lockdown, I'm going to say that this is a little OP'd.

 

[FAPW-EN019]

Magnus Block (* * * * *) LIGHT

Rock/Effect – ATK 0 DEF 2500

Once, during either player’s turn you can reveal this face-down card to negate the activation and the effect of a Spell, Trap or monster effect and destroy the card.

 

1 tribute, 2500 DEF, no LP cost, Solemn. Add a bigger cost than just revealing it, or make it only target 1-2 type of effect.

 

[FAPW-EN020]

Magnus Magnet (* * *) LIGHT

Rock/Tuner – ATK 0 DEF 1800

You can remove this card in your Graveyard and 1 face-down Level 4 “Magnus” monster you control to the Graveyard to Special Summon 1 “Magnus Emptier” or 1 “Magnus Dome” from your Extra Deck.

 

Seems ok, but I haven't checked the Extra Deck ones.

 

[FAPW-EN021]

Necroid Mortician (* * *) EARTH

Zombie/Effect - ATK 1300 DEF 1200

You can send 1 monster from both player's Decks to the Graveyard to increase the ATK of this card by 700.

 

Who selects which card your opponent sends? Could be a little OP'd if you select, since you see their Deck. (also, my Zombies would run 3 of this)

 

[FAPW-EN022]

Necroid Shapesnatch (*) DARK

Zombie/Tuner - ATK ? DEF 0

Once per turn, you can send up to 4 monsters from your Deck to increase the Level of this card by the number of monsters sent to the Graveyard by this effect. The ATK of this card becomes the number of cards sent to the Graveyard by this effect by 400. You can treat this card's name as "Plaguesprader Zombie."

 

Oo 3 of this too, amazing Zomb support. The name change is nice too.

 

[FAPW-EN023]

Necroid Axwielder (* * * *) EARTH

Zombie/Effect - ATK 1800 DEF 0

Once per turn, you can remove from play 1 Zombie-Type monster from your Graveyard to destroy 1 card your opponent controls. Negate the effect of a non-Zombie-Type monster that battles this monster.

 

The first effect is probably OP'd, once per turn removal of ANYTHING is just mad. Narrow it down to face-down s/t, face-down monster or (maybe) face-up monster, although the last one's still probably a bit OP'd with that much ATK and a second effect.

 

[FAPW-EN024]

Necroid Avenger (* *) DARK

Zombie/Effect - ATK 1600 DEF 1400

Inflict 500 damage to your opponent's Life Points each time a monster is sent to the Graveyard from either player's Deck.

 

Eh, wouldn't really be used =/

 

[FAPW-EN025]

Necroid Harbringer (* * *) DARK

Zombie/Effect - ATK 1000 DEF 1000

You can send this card back to your Deck to Special Summon 1 Zombie-Type monster from your Graveyard.

 

From where? The field or Graveyard? G/Y would be OP'd, field (which I'd expect from reading it) is fine, I guess.

 

[FAPW-EN026]

Necroid Doom Shaman (* * * * * *) DARK

Zombie/Synchro/Effect - ATK 2100 DEF 1900

1 Tuner + 1 or more non-Tuner Zombie-Type monsters

When a monster is sent from the Deck to the Graveyard, you can Special Summon it to your side of the field. The effect of the monster Special Summoned by this effect is negated. When this card is destroyed, decrease your Life Points by 700 for each monster Special Summoned by this effect.

 

Good card, I can see my zombies running it with the others as senders.

 

[FAPW-EN027]

Necroid Warmaster (* * * * * * * *) DARK

Zombie/Synchro/Effect - ATK 2000 DEF 3000

1 Tuner + 1 or more non-Tuner Zombie-Type monsters

Once per turn, you can send 4 cards from the top of your Deck to increase the ATK of this card by 500 for each card sent to the Graveyard.

 

Increase it forever? 4000 Beatstick on turn one, 6000 by turn two, I'd make it only until the End Phase.

 

[FAPW-EN028]

Magnus Emptier (* * * * * * *) LIGHT

Rock/Synchro/Effect – ATK 0 DEF 2300

“Magnus Magnet” + 1 or more non-Tuner monsters

You can Synchro Summon this card is face-down Defense Position. When this card is flipped face-up, you can send up to 5 cards your opponent controls back to the bottom of the Deck.

 

Wait, remove ANY 5 cards from their field? That seems just a tiny bit OP'd, IMO, 3-4 would be fine.

 

[FAPW-EN029]

Magnus Dome (* * * * * * *) LIGHT

Rock/Synchro/Effect – ATK 0 DEF 3000

“Magnus Magnet” + 1 or more non-Tuner monsters

As long as this card is in face-up Attack Position, “Magnus” monsters cannot be destroyed by battle.

 

Interesting, usable, I like.

 

[FAPW-EN030]

Wise Moray (* * * * * *) WATER

Fish/Synchro/Effect – ATK 1700 DEF 500

1 Tuner + 1 or more non-Tuner monsters

Once per turn, by Tributing 1 Fish-Type monster on the field, you can increase the ATK of this card by the ATK of the monster you Tributed until the End Phase of the turn.

 

Fish finally got a Synchro. It's only a beatstick, but it's a fine card.

 

[FAPW-EN031]

King Insect - The Devourer (* * * * * * * *) EARTH

Insect/Synchro/Effect – ATK 0 DEF 0

1 Tuner + 2 or more non-Tuner monsters

Increase the ATK of this card by 700 for each Insect-Type monster on the field. Once per turn, you can Tribute 1 Insect-Type monster on the field to destroy cards on the field equal to the Level of the Tributed monster.

 

Tribute self, field wipe. That second effect is just too OP'd, no other way to see it =/

 

[FAPW-EN032]

Mokey Mokey Emperor (* * * *) LIGHT

Fairy/Synchro/Effect – ATK 300 DEF 200

1 Tuner + 1 or more non-Tuner monsters

Increase the ATK of this card by 1000 for each “Mokey Mokey” on your side of the field and in your Graveyard. You can remove up to 3 monsters in your Graveyard from play to decrease the Level of this card by the same amount.

 

Mokey Mokey Power~

I like this. Support.

 

[FAPW-EN033]

Mokey Dividum Tris

Quick-Play Spell Card

You can pay 1000 Life Points to add this card from your Deck to your hand if there is a face-up “Mokey Trice Megistus” on the field. If you do this, skip your next Draw Phase. Tribute 1 “Mokey Trice Megistus” you control to Special Summon 3 “Mokey Mokey” from your Deck.

 

Odd effect, but fun in it's own way. Unfortunately, it needs 3 in the Deck or does nothing. Make it from Deck or hand maybe even from the Graveyard.

 

[FAPW-EN034]

Mokey Explosion

Qucik-Play Spell Card

Tribute 1 Fairy-Type monster on the field and select 1 “Mokey Mokey” you control. The selected monster can attack your opponent directly. You can remove from play this card and 1 more monster in your Graveyard to add 1 “Mokey Explosion” from your Deck to your hand.

 

Smackdown 3000 ATK shots FTW, I like.

 

[FAPW-EN035]

Magnus Cover

Normal Spell Card

Flip all face-up monsters with a DEF higher than it’s ATK into face-down Defense Position.

 

I like it, even more because it's not specific to Magnus monsters.

 

[FAPW-EN036]

Magnus Provocation

Quick-Play Spell Card

Activate only during your opponent’s turn by paying 1000 Life Points. Flip all face-down “Magnus” monsters into face-up Attack Position and switch their ATK and DEF values. Your opponent must conduct his/her Battle Phase during this turn, and all monsters your opponent controls must attack the monster you control with the highest ATK this turn.

 

Fairly easy to bypass, does the ATK/DEF swap stay afterwards?

 

[FAPW-EN037]

Pitch-Dark Hole

Normal Spell Card

Remove 3 DARK monsters from your hand, your side of the field or the Graveyard. Destroy all monsters on the field.

 

DARK has enough support, without a Grave-fueled Dark Hole

 

[FAPW-EN038]

Micro Cosmos

Continuous Spell Card

Level 2 or lower monsters on the field cannot be destroyed. Neither player can Tribute Summon or Special Summon Level 5 or higher monsters.

 

But Level 5 or higher can still be set? (seriously, who'd do that anyway)

I like it, but it might be too good at stall, give it an LP cost each turn, around 500-1000.

 

[FAPW-EN039]

Necroid Revenge

Normal Spell Card

Tribute 1 “Necroid” monster. Your opponent sends cards from the top of their Deck equal to the number of cards sent from your Deck to the Graveyard during this turn.

 

Hm, fun card, I like.

 

[FAPW-EN040]

Call of Necros

Normal Spell Card

Special Summon 1 monster from either player's Graveyard, then send 3 cards from the top of your Deck to the Graveyard.

 

This is just plain OP'd, milling is never a good drawback, most Decks can take advantage of it more than it hurts them.

 

[FAPW-EN041]

Nova Cavity

Continuous Spell Card

During each of your Standby Phases, pay 500 Life Points. Whenever 2 or more monsters are destroyed in the same time, you can remove from play all cards on the field, and Special Summon 1 monster from your hand, ignoring the Summoning conditions.

 

-all- cards on the field? -any- monster? I'm sure there's some easy OTK I'm missing, but it'd be complicated enough to pass by. This + TT + at least 1 monster on your opponent's field, nothing else on yours = pwn. Fun card, if situational.

 

[FAPW-EN042]

Gore Blade

Equip Spell Card

Increase the ATK of the monster equipped with this card by 500 each time it destroys a monster by battle.

 

Not helpful, wouldn't be used, there are better equips.

 

[FAPW-EN043]

Grand Lottery

Normal Spell Card

Send any number of cards from your hand to your Deck and shuffle your Deck. Then draw a number of cards equal to the number of cards you sent from your hand to your Deck. Increase your Life Points by 600 for each card you drew with the same name with any of the cards you sent to the Deck.

 

It's a Magical Mallet, but your opponent sees your hand and you gain a very small amount of LP. Not worth it. Unusable card.

 

[FAPW-EN044]

Oath of Blades

Normal Spell Card

Select 1 Warrior-Type monster. If a monster you control would be destroyed, you can destroy the selected monster instead.

 

Maybe if it was a quickplay, but still, I don't see this being used often. MBaaS or T-Roar typically does the job better.

 

[FAPW-EN045]

Soul Drainer Blade

Equip Spell Card

Increase the ATK of the monster eequipped with this card by 400. When the equipped monster destroys a monster by battle, remove it from play. When this card is destroyed, decrease your Life Points by the half of the original ATK of the monster equipped with this card.

 

Again, a card which doesn't do a lot, would never be used.

 

[FAPW-EN046]

Restart Game

Normal Spell Card

When this card is resolved, remove it from play. This card can only be activated if your Life Points are 1000 or lower, and your opponent’s Life Points are 4000 or higher. Both players send all cards in their hands, fields and Graveyards to their Deck and draw 5 cards. Then both player’s Life Points become 4000.

 

Fiber Jar with LP balancing and (crazy) LP Requirement? But a Spell instead of a flip. I'm pretty sure this would be banned. But 1000 or less LP makes it hard to use without WoRL.

 

[FAPW-EN047]

Ritual of the D’ni

Ritual Spell Card

Send monsters from your hand and side of the field whose total Levels equal to the Level of 1 Ritual Monster in your Graveyard to Special Summon that monster from your Deck. This card then returns back to your Deck.

 

Select a monster in your Graveyard, then summon it from your DECK? Do you just mean a monster with the same name?

 

[FAPW-EN048]

Comradery

Normal Trap Card

Activate only when a Warrior-Type monster you control is destroyed. Add 1 Warrior-Type monster from your Deck to your hand.

 

Non-chainable RotA as a trap. I think it's fine. Good card.

 

[FAPW-EN049]

Army of Full Order

Normal Trap Card

If there are 3 Warrior-Type monsters on the field with the same name, you can activate 1 of these effects:

• Tribute any number of monsters on the field to destroy cards on your opponent’s side of the field by the same number of monsters Tributed.

• Return all monsters you control to your Deck and take 3 Warrior-Type monsters from your Deck to your hand.

 

If you can swarm well enough, that could make a very fun effect.

 

[FAPW-EN050]

Hidden Radio

Continuous Trap Card

You can only activate this card during your Main Phase. This card is treated as a Tuner Monster (Machine-Type/EARTH/Level 2/ATK 600/DEF 1200)and is Special Summoned to your side of the field. (This card is also treated as a Trap Card)

 

<3 Trap monsters, now we just need a Synchro which supports them.

 

[FAPW-EN051]

Dark Apophis

Continuous Trap Card

You can only activate this card during your Main Phase. This card is treated as a Effect Monster (Fiend/DARK/Level 8/ATK 2600/DEF 2500)and is Special Summoned to your side of the field. Once per turn, you can remove from play 1 Trap Card to destroy 1 monster on the field.

 

OP'd. It's a 'wait one turn, get 2600 beatstick'. Although with 3 breakers and all, it's not as bad. Remove from where?

 

[FAPW-EN052]

Common Sense

Counter Trap Card

Activate only when your opponent activates a Trap Card when you attack. Negate the activation of the Trap Card and destroy it. Your opponent must send all cards with the same name from their hand or Deck to the Graveyard.

 

Very situational, wouldn't see much use. (maybe side-deck'd against... I don't even know)

 

[FAPW-EN053]

Mutual Friend

Counter Trap Card

Activate only when your opponent selects a monster as an attack target with the same Type as the attacking monster. Switch the control of the attacking monster.

 

I like, makes people think in mirror matches xD

 

[FAPW-EN054]

Sheep Psychology

Counter Trap Card

Activate only when there are 3 cards with the same name on your opponent’s side of the field. All monsters with the same name must attack a face-up monster you control.

 

Do you select the monster? What happens if they're in Defense, or they don't enter the battle phase? Are they forced to? It seems too situational anyway, unless Scapegoat is the new meta...

 

[FAPW-EN055]

Comparitive Judgement

Counter Trap Card

Activate only when there are 2 or more monsters on your opponent’s side of the field with different ATK. During your opponent’s Battle Phase, you can choose the attack target.

 

Hmmm, seems odd, but outclassed by many cards.

 

[FAPW-EN056]

Mind Mirror Force

Normal Trap Card

Activate only when your opponent attacks. Remove from play all cards in your hand to remove from play all monsters your opponent controls.

 

Considering how OP'd the normal MF is, this is fine =p Still, very powerful.

 

[FAPW-EN057]

Arch Council of Monarchs

Continuous Trap Card

Once per turn, can send 1 Level 6 monster back to your Deck to Special Summon 1 Level 6 monster from your Deck with the same ATK. The Special Summon is treated as a Tribute Summon. Pay 1000 Life Points during each of your Standby Phases. (This is not optional)

 

send from where? a +1 each turn for monarchs. I'd say it's ok, though.

 

[FAPW-EN058]

Shifting to Darkness

Normal Trap Card

Remove from play 1 monster on the field and pay Life Points equal to it’s ATK. Special Summon 1 DARK monster with a Level equal to or 1 Level higher than the Level of the removed monster.

 

DARK really does have enough support already :s You didn't really make support for other attributes, why give it to the most supported one there is?

 

[FAPW-EN059]

Outdeck Block

Continuous Trap Card

Activate only if there are 3 or less cards in your Graveyard. Neither player can conduct his/her Draw Phase. Negate the effects of all cards that send cards from the Deck to the Graveyard.

 

I could see some crazy sort of lockdown with this, probably involving X-Sabers and the RFG, but it'd be hard enough to pull off that it seems balanced. Activate on the first turn, and... play with what you started with?

I'd add a LP/turn cost.

 

[FAPW-EN060]

Fated Power

Normal Trap Card

Select 1 monster. Put Fate Counters on the selected monster equal to it’s Level. During each of your Standby Phases, remove 1 Fate Counter from this card. If the monster is attacked, you can remove 1 Fate Counter from the selected monster and discard 1 card from your hand to negate the attack. When there are no Fate Counters on the card, increase the ATK of the card by it’s Level x400.

 

Odd, I don't know where this could be used.

 

 

 

Ok, I made some sort of comment on everything. Many cards are situational, UP'd and wouldn't see play, or OP'd, crazy, and need to be toned down by miles. There's good cards there, though. I like the Mokeys! :3

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