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[Max Darkness] DarkCity Returns (2,000th Post)


Max Darkness

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[align=center]It was my 1,000th post, and now it is my 2,000th. The city that holds the remnants of humanity after the great wars of the 2nd millennium. A city in which the ruins themselves are rumoured to be alive. A twisted, depraved shadow of a civilisation that is home to creatures that many people dismiss as myths; their true nature too horrific to accept.

 

They are the descendents, machines and genetic creations of the fallen race that once populated its buildings. Now, they are empty, but the city itself still lives. The city known as DarkCity.

 

1,000 posts after it was first conceived (leading to the History of Man set), it has been revised and reworked, and has doubled in size. This is the return of the disgraced city.

 

 

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Booster by Alcander

 

 

[spoiler=Monster Cards]

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Effect: This card is also treated as a DARK Beast-Type monster. When this card destroys a monster and sends it to the Graveyard, you can Special Summon 1 "DarkCity" monster from your Graveyard to your side of the field in face-up Attack Position. Monsters Summoned by this card's effect have their Attribute changed to DARK. When this card is removed from the field, all monsters Summoned by this card's effect lose 1500 ATK. If any monster's ATK is reduced to 0 by this effect, it is destroyed.

 

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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.

 

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Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 "DarkCity" Spell or Trap Cards you control. This card is also treated as a DARK monster. If this card battles a Level 5 or lower monster, destroy the monster with this card's effect without applying damage calculation. During each of your End Phases, select 1 Level 6 or lower monster your opponent controls. Roll 1 six-sided die. If the die result is equal to or greater than the Level of the selected monster, destroy that monster. When this card is removed from the field, this card is removed from play.

 

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Effect: Once per turn, during your Standby 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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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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]

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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]

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Effect: 1 non-Tuner monster - 1 Dark Tuner monster

In 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]

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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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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Effect: Activate only during your opponent's Standby Phase and while you control a "DarkCity" Field Spell Card. After activation, this card is treated as a Continuous Trap Card. Discard 1 DarkCity" monster from your hand. Select 1 monster your opponent controls whose Level is equal to or less than the discarded monster's. As long as this card remains face-up on the field, the selected monster cannot declare an attack.

 

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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.

 

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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.

 

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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.

 

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Effect: Both players select up to 5 cards from the top of their Decks and place them face-down on this card. During the turn player's End Phase, the turn player can select any number of the face-down cards and add them to their Deck. If they do, they pay Life Points equal to the number of added cards x 1000. During your third End Phase after this card was activated, both players lose Life Points equal to the number of cards still on this card x 500. This card and the remaining cards are then removed from play. If this card is removed from the field before your third End Phase, the cards on this card are removed from play.

 

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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.

 

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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.

 

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Effect: Discard 1 "DarkCity" Field Spell Card from your hand to activate this card. Once per turn, during your Standby Phase, select any number of "DarkCity" cards you control, except this card. Pay Life Points equal to the number of selected cards x 100. The selected cards cannot be removed from the field, until your opponent's End Phase. (Damage calculation is applied normally.) When this card is removed from the field, discard 3 cards from your hand.

 

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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.

 

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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.

 

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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.

 

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Effect: This card is treated as a "DarkCity" card. When this card is activated, add 1 "DarkCity Peninsula" to your hand. Each time either player activates a non-"DarkCity" Spell or Trap Card, put 1 DarkCity Counter on this card. This card is destroyed during the fourth End Phase after it was activated. When this card is removed from the field, your opponent discards a number of cards from the top of their Deck equal to the number of DarkCity Counters on this card. This card's controller pays Life Points equal to the number of DarkCity Counters on this card x 100.

 

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Effect: This card is treated as a "DarkCity" card. 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.

 

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Effect: This card is treated as a "DarkCity" card. When this card is activated, discard 2 cards from your hand and add 2 "DarkCity" cards to your hand from your Deck. In addition, all "DarkCity" monsters are switched to Defense Position and cannot switch their battle position. As long as this card remains face-up on the field, "DarkCity" monsters can attack while in Defense Position. If a "DarkCity" monster attacks while in Defense Position, apply the ATK of the monster for damage calculation.

 

 

 

[spoiler=Trap Cards]

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Effect: Discard 1 "DarkCity" card from your hand to activate this card. Once per turn, during your End Phase, you can Tribute 1 "DarkCity" monster you control. If you do, destroy 1 monster your opponent controls whose ATK is equal to or less than the Tributed monster's. If you control no monsters, this card is destroyed.

 

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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. In addition, if you control no monsters, your opponent cannot attack you directly. During each of your End Phases, discard 1 card from your hand. If you do not, this card is destroyed.

 

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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.

 

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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 from play.

 

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Effect: This card is treated as a "DarkCity" card. Activate only when your opponent Summons a non-"DarkCity" monster. As long as this card remains face-up on the field, during the turn player's End Phase, they send 1 card they control to the Graveyard. If the sent card was a "DarkCity" card, that card's controller gains 750 Life Points. If you control 2 or lower "DarkCity" monsters, this card is destroyed.

 

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Effect: Activate only when a "DarkCity" card you control is removed from the field. Select 1 Spell & Trap Card Zone on your opponent's side of the field. Neither player may use the selected Spell & Trap Card Zone until your third End Phase after this effect was activated.

 

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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]

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Effect: 1 non-Tuner monster - 1 Dark Tuner monster

In 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.

 

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Effect: 1 non-Tuner monster - 1 Dark Tuner monster

In 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.

 

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Effect: 1 non-Tuner monster - 1 Dark Tuner monster

In 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.

 

 

All Holos and Dark Synchros done by ✖MĬЯRŎŘ✖

 

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