Jump to content

Star Cycle Set 13/? (NEW-Nebulon sperit, and 2 traps after it) COMENTS PLEASE!


bighope

Recommended Posts

Please tell me how you think of the idea, please post coments. (nebulas turn into suns...after billions of years)

 

 

 

217257.jpg

p><p>[align=center][img]<a href=http://img6.imageshack.us/img6/4063/217257k.jpg' alt='217257k.jpg'>

 

As long as this card remains face up on the field no field spell card can be activated. This monster can attack your opponent’s life points directly. If this monster causes damage to you opponent you can look in his/her cards in their hand and on the field (Trap card effects aren’t activated at this time). For every trap card your opponent has, place one spell counter on this card. Once this card has three counters on it then you can send this card to the graveyard to special summon one "Violet Sun" from you hand or deck.

 

 

 

217257.jpg

 

As long as this card remains face up on the field no field spell card can be activated. Once a turn you can take a counter from the field and place it on this card. You can destroy a monster on the field by sacrificing this card with counters equal to the monster you wish to destroy. If you used this effect to destroy a lvl three or higher monster, you can special summon one "Crimson Sun" from your hand or deck.[/align]

 

 

 

[align=center]217257.jpg

 

If this card can't be activated because of the effect of a monster with "Nebula" in its card name, send it to the grave yard. As long as this card is in the graveyard and there is a monster with “Nebula” in its card name on the field you can use its effects. If a monster with "Nebula" in its card name is destroyed, then you can special summon it at the end of the damage step with the same amount of counters as it had before being destroyed.

 

 

 

217257.jpg

 

If a monster with "Nebula" in its card name is special summoned then you gain life points equal to its attack and defense. If this card is destroyed you can send one field spell card from your deck or one trap card from you opponent’s deck to the grave.[/align]

 

 

 

[align=center]217257b.jpg

 

When you draw this card it is put into your opponent’s deck and then shuffled. When your opponent draws this card he must play it. All monsters that prevent field spell cards from activating are destroyed. If this card is sent to the grave then your opponent can't normal summon monsters.

 

 

 

217257a.jpg

 

When you draw this card it is put into your opponent’s deck and then shuffled. When your opponent draws this card he must play it. All monsters that prevent field spell cards from activating have there attack reduced to 0. If this card is sent to the grave then your opponent can't activate spell or trap cards.[/align]

 

 

[align=center]217257t.jpg

 

This monster can’t be normal summoned or set. This monster can’t be special summoned except by Galneschian Nebulas effect. As long as this card remains face up on the field no field spell card can be activated. As long as this card remains face up on the field no EARTH or WIND monster can attack Pyro monsters. During your standby phase place one spell counter on this card for every monster in the grave yard with "Nebula" in its card name. You can remove a counter from this card to destroy one spell or trap card on the field.[/align]

 

 

 

[align=center]217257.jpg

 

This monster can’t be normal summoned or set. This monster can’t be special summoned except by Valgorin Nebulas effect. As long as this card remains face up on the field no field spell card can be activated. As long as this card remains face up on the field no DARK or WATER monster can attack Pyro monsters. This monster can attack your opponent directly. Every time this card deals damage to your opponent place one spell counter on this card. Once this card has five counters on it, your opponents trap cards can't be activated.[/align]

 

 

 

[align=center]217257o.jpg

 

This monster can’t be normal summoned or set. This monster can’t be special summoned except by Crenchill Nebulas effect. As long as this card remains face up on the field no field spell card can be activated. As long as this card remains face up on the field no LIGHT or FIRE monster can attack Pyro monsters. You can take a counter from another monster on the field and place it on this card. You can remove a counter from this card to destroy one monster on the field with a lvl of five or lower.[/align]

 

 

 

[align=center]217257.jpg

 

This card can only be activated when a monster with Sun in its card name is attacked. Negate the attack and destroy the attacking monster. Then you can place counters on the monster that was attacked equal to the lvl of the monster destroyed.[/align]

 

 

 

[align=center]217257sj.jpg

 

You can only activate this card when "Green Sun", "Violet Sun", and "Crimson Sun" are all on the field. Send all the monsters on the field to the grave and you can special summon one "Black Hole", "Dwarf Star", or "Neutron Star" from your hand or deck.[/align]

 

 

 

[align=center]217257t.jpg

 

You can only activate this card the same turn "Supernova" was activated. You can special summon one monster from your grave, ignoring the summoning conditions, by decreasing your life points by 1000x equal to its lvl.[/align]

Link to comment
Share on other sites

thanks, I’m planning on making nebulon spirit more important on some of the other spell and trap cards, but it might not happen, its just an idea.

 

The next few cards are probably going to be the sun cards, and even they aren’t the end of a suns life cycle, the life after a sun goes super nova is one of three things...well lets just let you figure that out on your own now shall we.

Link to comment
Share on other sites

  • 2 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...