The7thSorrow Posted August 28, 2009 Report Share Posted August 28, 2009 I can't believe I'm still in this contest! Here is my card for round 3:[spoiler=Lore]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. Link to comment Share on other sites More sharing options...
Milk-Chan Posted August 28, 2009 Report Share Posted August 28, 2009 Round 3 card:[spoiler=Card]This card cannot be Special Summoned except by removing from play 1 Zombie-type monster from your Graveyard. This card cannot be Destroyed as a result of Battle from Warrior-type monsters. When this card is the target of Battle from a DARK monster, increase this card's Attack by 1000 during the Damage Step only. When this card is Attacked by a LIGHT monster, increase this cards' Attack by 700. If this card has the higher Attack, end the Battle Phase. If this has the lower Attack, both cards are removed from play. Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 28, 2009 Author Report Share Posted August 28, 2009 alright ill update the contest in the morning (g2g, got school tomorrow--Ugh stupid school) Link to comment Share on other sites More sharing options...
Deustodo Posted August 28, 2009 Report Share Posted August 28, 2009 [spoiler=Round 3 Card] Link to comment Share on other sites More sharing options...
→мαthєus. Posted August 28, 2009 Report Share Posted August 28, 2009 Here is ^^ [spoiler=Round 3 card:][spoiler=Lore]Flip: Decrease this card's DEF by the total of Monster Cards in your own Graveyard X100. Each time a Monster Card is sent to your own Graveyard, Decrease this card's DEF by 100. This card's ATK is equal to the total of Monster Cards in either players Graveyards X500. If this card's DEF reach 0, destroy this card. During your End Phase, remove 1 card from each Graveyard. Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 28, 2009 Author Report Share Posted August 28, 2009 Dustodo plz repost your card (my comp is being stupid) and put the lore/effect EDTI: The7thSorrow can you also repost your card (for same reason) Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 29, 2009 Report Share Posted August 29, 2009 Here:[spoiler=Lore]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. Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 29, 2009 Author Report Share Posted August 29, 2009 thx ill update it emeadetly Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 29, 2009 Author Report Share Posted August 29, 2009 ok everyone, for the semi-finals you need to make one trap card and one spell card. Link to comment Share on other sites More sharing options...
Milk-Chan Posted August 29, 2009 Report Share Posted August 29, 2009 Now my cards are monster specific. But that shouldn't have a decline in judging them. Riiigghhhtttt????[spoiler=Spell]When you draw this card, you must play it that turn. If you cannot play this card after it is drawn, pay 300 Life Points and Destroy it. When this card is played, discard 1 card in your hand to Special Summon 1 "The One who Brings Horror" from your Deck. If "The One who Brings Horror" is in your hand, Special Summon it. If you cannot discard a card, or you cannot Special Summon "The One who Brings Horror", pay 300 Life Points and Destroy this card. [spoiler=Trap]After activation, this card is treated as an Equip Card that can only be equipped to "The One who Brings Horror", or "The Fear that Lurks in the Dark". The monster this card is equipped to cannot Attack. As long as this card is on the field, that monster cannot be a target of Attack. When this card is Destroyed , Special Summon the monster this card was equipped to, regardless of the Summoning Conditions. Link to comment Share on other sites More sharing options...
→мαthєus. Posted August 29, 2009 Report Share Posted August 29, 2009 here are them ;D [spoiler=Spell Card:][spoiler=Lore:]You only can activate this card during your Main Phase 1. Select 1 Monster Card you control. Search in you Deck for Equip Spell Cards that can equip the selected monster (including Union Monster Cards). If the number of Equip Spell Cards equipped to the selected monster is higher than 5, destroy the selected monster and the Equip Spells Cards and remove them from play. [spoiler=Trap Card:][spoiler=Lore:]You can only activate this card if you control a Monster Card which ATK is lower than 1000 when your opponent Summon a Monster Card with an ATK higher than 2500. The ATK and DEF of your Monster Card will be equal to the Summoned Monster Card's ATK and DEF. This effect cannot be Chained by Spell or Trap Cards. Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 30, 2009 Report Share Posted August 30, 2009 Sorry I took so long, I wanted to make two entirely new cards:[spoiler=Spell Card][spoiler=Lore]Activate only when you control 2 Plant-Type monsters. During your Standby Phase, pay 500 Life Points or destroy this card. Once per turn flip a coin. If heads, place 1 Moss Counter in 1 of your opponent's Spell and Trap Card Zones. Your opponent cannot activate cards in the Spell and Trap Card Zones that are occupied by a Moss Counter. If tails, place 1 Living Moss Token (Plant-Type/EARTH/Level 2/ATK 500/DEF 1000) in 1 of your Monster Card Zones. [spoiler=Trap Card][spoiler=Lore]Activate only when your opponent has 2000 or more Life Points then you. Each time a player activates a Spell or Trap Card, place this card in their opponents Spell and Trap Card Zone. During the End Phase of the fifth turn since this card was activated, the player who controls this card sends it to their Graveyard. While this card is in that players Graveyard, they cannot activate Spell or Trap Cards that are Spell Speed 2 or 3. Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 30, 2009 Author Report Share Posted August 30, 2009 Championship: ill pm you the instructions on what to do. Link to comment Share on other sites More sharing options...
Milk-Chan Posted August 30, 2009 Report Share Posted August 30, 2009 Final round cards:[spoiler=Ritual]This card is also treated as a Zombie-type. This monster can only be Ritual Summoned with the Ritual Spell Card, "Lair of the All-Consuming Darkness". When a DARK Zombie or Fiend-type monster is used to Summon this card, inflict 800 points of Damage to you and your opponent. By Tributing 1 DARK Zombie, Fiend, or Psychic-type monster, inflict 600 points of Damage to your opponent, and 300 to yourself. Once per turn, remove from play 1 card from your Graveyard, hand, or field. These cards cannot be brought back as long as this card is on the field. If you cannot remove a card, pay 500 Life Points a turn or remove this card from play. You can only have 1 of this card in your deck. [spoiler=Ritual Spell]This card is used to Ritual Summon "The Girl who Stands in the Dark". You must offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand. [spoiler=Support]You must pay 800 Life Points to play this card. This card can only be equipped to "The One who Brings Horror" and "The Girl who Stands in the Dark". The monster this card is equipped to has its ATK and DEF increased by 300. During your End Phase, you can remove from play 1 DARK monster from your hand to regain any Life Points lost by the equipped monsters' effect this turn. Link to comment Share on other sites More sharing options...
The7thSorrow Posted August 31, 2009 Report Share Posted August 31, 2009 Final Entry, good luck Milk-Chan![spoiler=Ritual Spell Card][spoiler=Lore]This card is used to Ritual Summon "Lightning Sorcerer". You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand. [spoiler=Ritual Monster Card][spoiler=Lore]This Monster can only be Ritual Summoned with the Ritual Spell Card, "Dark Lightning Crystal". Each time your opponent activates a Trap Card, they must destroy 1 face-down card they control. If they cannot, pay 800 Life Points to negate its effect and destroy it. While this card is in Defense Position, negate all monster effects except Thunder-Type monster effects. Once per turn, you can Tribute 1 Thunder-Type monster you control to inflict damage to you opponent equal to that monster's Level x 200. If you do, this card cannot declare an attack this turn. [spoiler=Trap Card][spoiler=Lore]Activate only when "Lightning Sorcerer" is declared as an attack target. Destroy the attacking monster and inflict damage to your opponent equal to the difference between the attacking monster's ATK and "Lightning Sorcerer"s DEF. Then pay half you Life Points to Special Summon 1 Stormcaller Token (Thunder-Type/Wind/Level 8/ATK 2600/DEF 2600). During your End Phase, destroy all Stormcaller Tokens and return this card to the top of your Deck. Link to comment Share on other sites More sharing options...
~.Da Fro.~ Posted August 31, 2009 Author Report Share Posted August 31, 2009 The winner will be proclaimed tomorrow. Good Luck to the both of you. Link to comment Share on other sites More sharing options...
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