Cozmosus Posted October 30, 2009 Author Report Share Posted October 30, 2009 yup, as long as the Synchro is related to it, it's fine.Which, it is. Link to comment Share on other sites More sharing options...
puppetdawn Posted October 31, 2009 Report Share Posted October 31, 2009 So like, the three new cards it says i should make a tuner. But if i already have the tuner, and it was already used for the first round, can i still post it in the second round and count it as the tuner for round 2? Link to comment Share on other sites More sharing options...
Cozmosus Posted October 31, 2009 Author Report Share Posted October 31, 2009 sure, that's fine! :) Link to comment Share on other sites More sharing options...
hollowblade Posted November 1, 2009 Report Share Posted November 1, 2009 round 2 cards:[spoiler=Lore:]1 Fairy-Type Tuner + ! or more non-Tuner monsters.Once per turn, you can place 1 Charm counter on 1 monster your opponent controls (max 1). Every card with a Charm Counter on it cannot attack or change it's battle position. During your Standby Phase, you can remove any number of Charm Counters from the field. Special Summon 1 Fairy-Type monster from your deck whose Level is equal to the number of Charm Counters removed by this card's effect. After the 10th turn this card was Synchro Summoned, remove this card from play. Link to comment Share on other sites More sharing options...
puppetdawn Posted November 5, 2009 Report Share Posted November 5, 2009 Bump.Anyhow, Contest's a little bit annoying. 3 Cards every round seems like too much...And they all have specified effects and must be connected to the other round 1 cards. Link to comment Share on other sites More sharing options...
Jonny Posted November 5, 2009 Report Share Posted November 5, 2009 yea bit too hard :/ why not 1 tuner and 1 synchro Link to comment Share on other sites More sharing options...
puppetdawn Posted November 8, 2009 Report Share Posted November 8, 2009 Here's my cards:Lore:"Biosurgical Sea Marauder" + 1 or more non-Tuner monstersAs long as this card remains Face-up on the field, Negate the Effects of all Field Spell Cards that is Face-up on the field. This card can attack your opponent directly. Each time this card succesfully attacks directly, You can randomly choose 1 card from your opponents hand and remove it from play. Increase the ATK and DEF of this card by 500 points for each card that is removed form play. Each time this card succesfully inflicts battle damage to your opponent, place 1 Siphon Counter on this card (Max. 2). You can Remove 2 Siphon Counters from this card to Increase your Life Points by 1000 Points. This card cannot be Special Summoned. This card cannot be destroyed by battle. (Damage calculation is applied normally.)Lore: This card cannot be activated unless 1 "Biosurgical Sea Marauder" Or "Biosurgical Hyper Siphoner" is Face-up on your side of the field. Inflict 200 Points of Battle Damage to your Opponents Lifepoints for each Face-up "Biosurgical" Monsters on the field. If this card is activated succesfully, Flip a coin 1 Times. If heads, Flip another Coin. If Tails, Destroy all "Biosurgical" Monsters on the Field. If the Second time you Flipped a Coin is Heads, Flip another Coin. If the second time you flipped a Coin is Tails, Inflict Battle Damage equal to Half the ATK of 1 "Biosurgical" Monster on the field, Then destroy all "Biosurgical" Monsters on the field. If the third time you flipped a Coin is Heads, Destroy all "Biosurgical" Monsters on the field. If the third time you flipped a Coin is Tails, Inflict Battle Damage equal to half the ATK of all "Biosurgical" Monsters on the field and then Destroy all "Biosurgical" monsters on the field. And the Tuner is my Last monster Card from Round 1. Link to comment Share on other sites More sharing options...
puppetdawn Posted November 10, 2009 Report Share Posted November 10, 2009 Bump. Link to comment Share on other sites More sharing options...
puppetdawn Posted November 12, 2009 Report Share Posted November 12, 2009 Leprechaun.Beerbump. Link to comment Share on other sites More sharing options...
Cozmosus Posted November 13, 2009 Author Report Share Posted November 13, 2009 Jonny hasn't posted his cards, so Puppetdawn and KWlegend automaticaly move on to the final round! Link to comment Share on other sites More sharing options...
puppetdawn Posted November 13, 2009 Report Share Posted November 13, 2009 Sweet. :d Link to comment Share on other sites More sharing options...
puppetdawn Posted November 15, 2009 Report Share Posted November 15, 2009 Cards are Finished. Here we go once more: Lore: This card cannot be activated unless 3 or more Face-up "Biosurgical" Monsters is on your side of the field in Attack Position. Destroy all monsters on the Field. For each monster destroyed by the effect of this card is sent to the Graveyard, Inflict Battle Damage to your Life Points by x 300 points. You can Increase your Life Points by the double of the amount of damage you took from this card effect the second turn after this card was activated.Lore:This card cannot be activated unless 1 or more Face-up "Biosurgical" Monster(s) is on your side of the field. Destroy all Face-up Machine-Type monsters on the field. This Card's effect does not apply to Face-up "Biosurgical" Monsters of the field. Decrease the ATK and DEF of all Face-up Biosurgical monsters by 1000 points until the End phase of the turn in which this card was activated. This card can only be activated during your Main Phase 1. As long as this card remains Face-up on your side of the field, No Machine-Type monster can be Normal Summoned or Set. Lore:This card can only be activated during your opponent's Battle Phase. Put 1 "Biosurgical Counter" on all Face-up "Biosurgical Sea Marauder" Monsters on the field (Max. 3).If this card was activated succesfully, you can put 1 "Siphon Counter" on all Face-up "Biosurgical Hyper Siphoner" on the field (Max. 2).May the best creator win. :3 Link to comment Share on other sites More sharing options...
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