Max Darkness Posted September 16, 2009 Report Share Posted September 16, 2009 [spoiler=Important Note]This will probably be my last set of cards I'll make on YCM. I've exhausted my ideas and creativity. I'd like to thank those who have helped craft this mega-set..:JBM:., Darkstar_316, Mechking, and Chizuru Otohime: For ideas, advice and support.Ragnarok1945: For faultlessly commenting on my threads.~Fallen Soul~ and Raiden600: For what became the "Cimmerian" and "Arcane Evil" monsters.Succubus Queen: For images.Sne Pales and Gefhx: For the holos, Dark Synchros and Japanese Cards.All Members of the N.D.L.: For making me come up with unique effects on their member cards, which inspired some of cards here.Everyone who felt it worthwhile to comment on my threads. Era 6 : DarkCity As humanity's greatest achievements burned and it's cities choked in the toxic fog, all but one settlement died. Originally known as D.C.; eventually, it became known as DarkCity.It was here the last remnants of humanity resided: twisted, depraved creatures of darkness, formed by their own fear. They traversed the ruined city, devouring or destroying any unwanted intruders.The ancient war was ending. The Malevolent were powerful, the Forgotten weak. Was humanity to forever rot in the shadows? [spoiler= "The Legacy of Man" Part 6]DarkCity, the very name strikes fear into those who hear it. For it is a place of utter darkness; total despair and complete malevolence. The beings living within are the legacy of a disgraced people: the descendants, machines and genetic experiments that some dismiss as myths. The once-proud capital of a fallen race, it is forever covered in a toxic fog that clouds your vision and plays tricks on your mind. If you are to explore it, you will find twisted life-forms and wrecked buildings that tell of a glorious past. These creatures are as depraved as their creators; they prey on a person’s emotions and doubts, you are consumed by your own fear before they even advance on you. They manipulate the environment, changing it to suit their own goals. The more superstitious will claim an ancient dark force hangs over the city, forcing it to remain in the shadows. The logical will attribute it to the destructive force of the former inhabitants. If you were to investigate its planet, you would find remains of similar cities like it, only reduced to rubble. Everywhere, there are signs of a war, but no evidence of outside influence. The people who once lived on this planet destroyed themselves. It was their arrogance and fear that sealed their fate. Perhaps it was destiny; that they were fated to end their existence deep in the shadows, swallowed by their own darkness. Perhaps though, salvation may yet come to their aid. Only the divine could know such things... [spoiler=DarkCity][spoiler=Monster Cards] Effect: When this card is Summoned, add 1 "DarkCity" Spell Card to your hand from your Deck and activate it. When this card is destroyed and you take Battle Damage, Special Summon 1 DARK monster with ATK equal to or less than the Battle Damage you took. Effect: Once per turn, during your End Phase, you can increase this card's Level by any amount (Max. 12). Pay Life Points equal to the number of Levels gained x 500. If you activate this effect, you cannot Normal Summon or Set a monster during your Main Phase. Effect: This card can only be Normal Summoned or Set by Tributing 1 "DarkCity" monster you control and is Summoned to your opponent's side of the field. During battle between this Defense Position card and an attacking monster whose ATK is greater than the DEF of this card, inflict the difference as Battle Damage to this card's controller. This card cannot be Special Summoned. If you Summon this monster, you cannot Special Summon Level 4 or higher monsters during the same turn. Effect: As long as this card remains face-up on the field, if a "DarkCity" Field Spell Card would be removed from the field, you can decrease this card's ATK and DEF by 500. If you do, it is not. Effect: When this card is Summoned, you can Special Summon 1 Level 2 or lower DARK monster from your Graveyard. As long as a "DarkCity" Field Spell Card remains face-up on the field, once per turn, add 1 removed from play "DarkCity" card to your hand. If this card is used for a Dark Synchro Summon, you can send the top 5 cards of your opponent's Deck to the Graveyard. If you do, pay 500 Life Points. Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand when a "DarkCity" monster on your side of the field is destroyed. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, both players can add 1 Spell or Trap Card from their Graveyard to their Deck. Effect: When this card is Summoned, Special Summon 1 Level 4 or lower "DarkCity" monster in face-up Defense Position from your Deck. During each of your Draw Phases, select 1 "DarkCity" card on the field. The selected card cannot be removed from the field, until your End Phase. (Damage calculation is applied normally.) When this card is removed from the field, discard 1 "DarkCity" card from your hand. [spoiler=Fusion Monsters] Effect: The Fusion Materials for this card are any 2 "DarkCity" Field Spell Cards. This card can only be Special Summoned from your Fusion Deck by sending to the Graveyard the above cards you control (You do not use "Polymerization"). If a face-up "DarkCity" Field Spell Card would be removed from the field, you can remove from play 1 "DarkCity" card in your Graveyard to negate the effect. When this card is destroyed, add 1 "DarkCity" Field Spell Card to your hand from your Graveyard. [spoiler=Dark Synchro Monsters] Effect: 1 non-Tuner monster - 1 Dark Tuner monsterIn order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card.As long as a "DarkCity" Field Spell Card remains face-up on the field, this card cannot be destroyed by battle. (Damage calculation is applied normally). Once per turn, during your End Phase, you can discard up to 3 cards from your hand. If you do, your opponent must discard an equal number of Spell Cards from their hand or Deck during the Draw Phase before they draw. [spoiler=Spell Cards] Effect: Discard 2 Spell Cards from your hand to activate this card. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in your Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in your Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard 2 Trap Cards from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, Special Summon 1 "DarkCity Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) on the destroyed monster's controller's side of the field. When this card is removed from the field, inflict an amount of damage to both players equal to the number of "DarkCity Token" Cards on their side of the field x 300. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard 1 Spell Card and 1 Trap Card to activate this card. Both players must Special Summon as many monsters as possible. As long as this card remains face-up on the field, neither player can summon monsters. During each player's End Phases, destroy 1 monster on the field summoned by this card's effect. When all cards summoned by this card's effect are destroyed, this card is returned to your Deck. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard 1 Monster Card and 1 Spell Card from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, put 1 DarkCity Counter on this card. When this card is removed from the field, add a number of cards to your Deck from either player's Graveyard equal to the number of DarkCity Counters on this card. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard 2 Monster Cards from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Draw Phases, they roll 1 six-sided die. Until your Draw Phase, they can activate a number of Spell Cards equal to or less than the result of the die roll. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck. Effect: Discard any number of Spell and Trap Cards from your hand. Add an equal number of "DarkCity" cards from your Deck to your hand. Effect: Discard 1 "DarkCity" card from your hand to activate this card. During each player's End Phase, put 1 DarkCity Counter on each non-"DarkCity" monster on the field. When a monster has 4 DarkCity Counters on it, it is destroyed. Effect: Discard 1 "DarkCity" card from your hand to activate this card. During each of your End Phases, activate 1 of the following effects:- Gain Life Points equal to the number of "DarkCity" cards on your side of the field x 100.- Pay 500 Life Points. Your opponent discards cards from the top of their Deck equal to the number of monsters you control. Effect: Discard 2 "DarkCity" cards from your hand to activate this card. As long as this card remains face-up on the field, your Monster Card Zones are also treated as Spell & Trap Card Zones and your Spell & Trap Card Zones are also treated as Monster Card Zones. When this card is destroyed, all Spell & Trap Cards in your Monster Card Zones are destroyed and all Monster Cards in your Spell & Trap Card Zones are destroyed. Effect: Discard 3 "DarkCity" cards from your Deck to activate this card. Once per turn, during your Main Phase, add 1 "DarkCity" Field Spell Card to your hand from your Deck. As long as this card remains face-up on the field, this card's controller's Spell & Trap Card Zones are also treated as Field Card Zones. If this card is removed from the field, all cards on your side of the field are destroyed. Effect: Activate only while there is a face-up "DarkCity" Field Spell Card on the field. Destroy all Spell and Trap Cards your opponent controls. Pay Life Points equal to the number of cards destroyed x 200. Effect: Activate only when you Summon 2 or more monsters during your Main Phase and there is a face-up "DarkCity" card on the field. During your End Phase, you can Normal Summon 1 additional time this turn. During your opponent's End Phase, your opponent Special Summons 1 monster whose Level is equal to or less than the Summoned monster's. Effect: Activate only when your opponent activates a Field Spell Card. Add 1 "DarkCity" Field Spell Card to your hand from your Deck and activate it. Effect: Discard 1 card from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Standby Phases, your opponent tosses a coin and calls it. If they call it wrong, Your opponent can only attack with 1 monster during their Battle Phase this turn. [spoiler=Trap Cards] Effect: Activate only when your opponent attacks you directly and there is a face-up "DarkCity" card on the field. As long as this card remains face-up on the field, all Direct Damage is reduced by half and when either player attacks directly, inflict damage to both players. During each of your End Phases, discard 1 card from your hand. If you do not, this card is destroyed. Effect: Activate only when your opponent attacks a "DarkCity" monster on your side of the field. Select 1 monster on your opponent's side of the field. The attacking monster and the selected monster must battle. If you activate this effect, you must skip your next Draw Phase. Effect: Discard 2 "DarkCity" cards from your hand to activate this card. Activate only during your Battle Phase. As long as this card remains face-up on the field, any card sent to your Graveyard from the field is removed from play instead. Any monster of the player's that are removed from play are automatically Special Summoned to the field, but cannot declare an attack, cannot be declared as an attack target, cannot activate effects, cannot be used to pay a cost and do not occupy Monster Card Zones. When this card is removed from the field, remove all monsters Summoned by this card's effect. Effect: This card is treated as a "DarkCity" card. After activation, Special Summon this card in Defense Position. It is treated as an Effect Monster Card (Machine-Type/DARK/Level 7/ATK 0/DEF ?). This card's DEF is equal to the number of "DarkCity" cards in your Graveyard x 700. (Max. 3500). (This card is also still treated as a Trap Card). [spoiler=Disgraced Creations] Effect: 1 non-Tuner monster - 1 Dark Tuner monsterIn order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card.During your Damage Step, the effects of Trap Cards that target "DarkCity" monsters on your side of the field are negated. As long as this card remains face-up on the field, neither player can activate Continuous Trap Cards. Effect: 1 non-Tuner monster - 1 Dark Tuner monsterIn order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card.During your Damage Step, you can Tribute 1 face-up DARK monster on your side of the field to negate the activation of Trap Cards. When this card destroys a monster, put 1 DarkCity Counter on this card (Max. 5). When this card is destroyed by battle, draw a number of "DarkCity" cards equal to the number of DarkCity Counters on this card. Effect: 1 non-Tuner monster - 1 Dark Tuner monsterIn order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card.As long as a "DarkCity" Field Spell Card is face-up on the field, this card's ATK and DEF are treated as 4000 and 3900. Once per turn, select 1 face-up Spell or Trap Card on your opponent's side of the field. This card gains the effect of the selected card, until your End Phase. This card cannot be destroyed by Spell or Trap Card effects. When this card is destroyed, this card is treated as a Field Spell Card with the following effect:- As long as this card remains face-up on the field, each time your opponent activates a Spell or Trap Card, they toss a coin and call it. If they call it wrong, the effect is negated and the card is destroyed. Link to comment Share on other sites More sharing options...
The D.M. Posted September 16, 2009 Report Share Posted September 16, 2009 exellent i really love the story and power behind your sets keep it up Max Link to comment Share on other sites More sharing options...
ragnarok1945 Posted September 16, 2009 Report Share Posted September 16, 2009 I don't see why you put them in Disgraced Creations category, they look awesome, Darkcity's Creation was my fav card in there 10/10 as always Link to comment Share on other sites More sharing options...
dragoncreator12 Posted September 16, 2009 Report Share Posted September 16, 2009 Very nice. 10/10 Link to comment Share on other sites More sharing options...
Max Darkness Posted September 17, 2009 Author Report Share Posted September 17, 2009 I don't see why you put them in Disgraced Creations category' date=' they look awesome, Darkcity's Creation was my fav card in there 10/10 as always[/quote'] Thanks all. And Ragnarok, the reason they're called 'Disgraced Creations' is because they are the creations of a disgraced race (mankind). Simple as that. Link to comment Share on other sites More sharing options...
Max Darkness Posted September 18, 2009 Author Report Share Posted September 18, 2009 Any other comments? Link to comment Share on other sites More sharing options...
Max Darkness Posted September 19, 2009 Author Report Share Posted September 19, 2009 Bump Link to comment Share on other sites More sharing options...
Zauls Posted September 19, 2009 Report Share Posted September 19, 2009 All the pics are EPIN except DarkCity Cometh's. OCG is perfect. Effects are great. You have impressed us once again.10/10 Link to comment Share on other sites More sharing options...
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