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D.S.M.-set


Catterjune

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Guest PikaPerson01

A burn-based set of all spells and traps, (very) loosely based on the Diagnostic and Statistic Manual of Mental Disorders.

 

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D.S.M. Paranoia

Normal Trap Card

Activate only at the beginning of your opponent's Battle Phase if you control no monsters. Pick up the top 5 cards of your deck. Set as many spells and traps as you can, all other cards are removed from play. "D.S.M." spells and traps can be activated the turn they are set. During your opponent's End Phase, remove every card in your spell and trap card zone from play.

 

D.S.M. Dissociative Identity

Normal Trap Card

Activate only at the beginning of your opponent's Main Phase 1 if you control no monsters. Special summon a number of "Madness Tokens" (Psychic-Type/LIGHT/Level 1/ATK 1000/DEF 1000) in attack mode equal to the number of facedown spells and traps you control on your opponent's side of the field. This turn, all "Madness Tokens" must attack. These tokens can not be used for a Tribute Summon or Synchro Summon. When a "Madness Token" is destroyed, the controller of the Token takes 600 points of damage.

 

D.S.M. Schizophrenia

Normal Trap Card

Activate only when your opponent's monster declares an attack if you control no monsters. Destroy all Attack Position Monsters your opponent controls, other then the monster attacking. For every monster destroyed by this card's effect your opponent takes 400 points of damage.

 

D.S.M. Depression

Quick Play Spell

Activate only at the beginning of your draw phase when you have less cards in your hand then your opponent does. Your opponent takes 300 points of damage for every card in your hand.

 

D.S.M. Insomnia

Normal Trap Card

Activate only in your opponent's end phase if you control no monsters and your opponent has 3 or more cards in their hand. Randomly discard one card from their hand. If it a monster, inflict damage equal to the monster's level times 200.

 

D.S.M. Kleptomania

Normal Trap Card

Activate only when your opponent declares battle if you control no monsters by paying half your life points. Take control of all monsters on your opponent's side of the field until the end of your next battle phase. These monsters can not be used in a Tribute Summon, Special Summon, or Synchro Summon. After you declare battle with a monster originally controlled by your opponent, it is returned to your opponent's side of the field at the end of damage calculations.

 

D.S.M. Delusion

Normal Trap Card

Activate only in the beginning of your draw phase when you have no monsters on the field and 2 or more spells and traps on the field. Send the top card of your opponent's deck to the graveyard. Inflict damage to your opponent equal to the amount of cards in your opponent's graveyard times 200.

 

D.S.M. Amnesia

Quick Play Spell Card

This card can only be activated when you have at least one "D.S.M." card in your graveyard. You can reduce the attack of all monsters on your opponent's side of the field to zero. You can not normal summon, flip summon or special summon any monsters this turn.

 

D.S.M. Phobia

Normal Trap Card

This card can only be activated on your opponent's end phase when they control two or more monsters and have not declared an attacked and you have no face up cards on the field, not including Field Spells. Destroy all face-up monsters on your opponent's side of the field.

 

 

Tin Foil Hat

Equip Spell

Equip to one opponents monster. As long as that monster is equipped with this card, it can not attack and it's effect is negated. During your opponent's standby phase, they take damage equal to half that monster's attack.

 

Freudian Slip

Field Spell

Once per turn, if 3 or more "D.S.M." cards exist in your Graveyard, you can add 1 "D.S.M." card from your Graveyard to your hand.

 

Prescription Filling

Normal Spell

Add 1 "D.S.M." card from your deck to your hand.

 

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OCG help, overpowered/underpowered analysis, any decent art you think might look good for any of the above etc etc would be helpful. Paranoia and Kleptomania feel a little overpowered to me personally but... meh. <_<

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Tin Foil Hat

Equip Spell

Equip to one opponents monster. As long as that monster is equipped with this card' date=' it can not attack and it's effect is negated. During your opponent's standby phase, they take damage equal to half that monster's attack.[/quote']

ITS THE ALIENS MAN! THEY ARE AFTER MY BRAIN!!

 

Freudian Slip

Field Spell

Once per turn' date=' if you have 3 or more "D.S.M." cards in your graveyard, you can take one and add it to your graveyard.[/quote']

.....You might want to re-word this one. It's text seems a bit confusing

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Guest PikaPerson01

I figured as much for Freudian Slip, but I'm too retarded and not OCG-intelligent enought to figure out how it's supposed to be phrased. <_<

 

Edit: NEvermind, it was just a typo. I assume. 0_o

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Guest PikaPerson01

I had other effects but I couldn't think of jabroniin' names for them. So sue me! <_<

 

*makes more to please the masses, along with editing some of the above cards (Kleptomania and Paranoia if you must know.)*

 

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D.S.M Histrionic

Normal Trap

Activate only when your opponent's monster declares an attack. Negate the attack and your opponent takes damage equal to that monster's level times 100.

 

D.S.M. Repression

Quick Play Spell

Destroy 1 face-up monster your opponent controls. Select one monster in your opponent's graveyard and special summon it in face-up defense mode.

 

D.S.M. Hypocondriasis

Normal Trap

For every "D.S.M." card in your graveyard, your opponent takes 300 points of damage.

 

D.S.M. Catatonic State

Quick Play Spell

Activate only at the start of your opponent's Main Phase 1 when your control no monsters. All spells and traps cards your opponent controls are negated until the end phase.

 

D.S.M. Fugue State

Quick Play Spell

Activate only when you control no monsters. Remove from play one card on your opponents side of the field until the end phase. If it is a monster, you take damage equal to half that monster's attack.

 

 

Skinner Box

Continuous Trap

During your opponent's end phase phase when you control no monsters, select 1 card randomly from your opponent's hand and call the Type of card (Monster, Spell, or Trap). If you call it right, draw one card.

 

Pavlov's Bell

Normal Spell

Activate only at the start of your Main Phase 1. Flip a coin a number of times equal to the number of Face Down spell and traps you control. For every heads, inflict 600 points of damage to your opponent's life points. For every tails, destroy one spell or trap card you control.

 

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And, that's all I could pull from my second read through of my old psychology class notes. <_<

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