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Some Iron Chain Cards (Cuz dey don' hav much in the archtype) 35/?? still staying


Lonk

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[spoiler=Monsters]Iron Chain Swordsman

Level 6

EARTH

Warrior/Effect

ATK/1400 DEF/1600

 

Make all Battle Damage to your opponent involving this card 0. When this card successfully attacks, your opponent must send cards from the top of his/her Deck equal to the level of this card.

 

Iron Chain Mole

Level 3

EARTH

Beast/Effect

ATK/1200 DEF/1800

 

If this card was Special Summoned by the effect of an "Iron Chain" card, your opponent must send cards from the top of his/her Deck equal to the combined level of "Iron Chain" monsters in your graveyard.

 

Iron Chain Bridge

Level 5

EARTH

Fiend/Effect

ATK/800 DEF/1800

 

Each time this card is attacked, your opponent must discard the top card from his/her Deck. During your Main Phase only, you can Tribute this monster to Special Summon 1 "Iron Chain" card from your Deck.

 

Shackles, Prisoner of Iron Chain

Level 3

EARTH

Fiend/Effect

ATK/500 DEF/200

You can discard this card to send 3 cards from the top of your opponent's deck to the Graveyard. If one of the sent cards is an Effect Monster, add 1 "Iron Chain Justice Striker" from your deck to your hand. It cannot be Summoned this turn.

 

Iron Chain Wolf

Level 4

EARTH

Beast/Effect

ATK/1800 DEF/600

 

You can reduce the ATK of this monster by 800 points to have your opponent send the top 2 cards from his/her Deck to the Graveyard.

 

Iron Chain Mercenary

Level 5

EARTH

Warrior/Effect

ATK/2000 DEF/1300

 

When this card is summoned, you must pay 1000 Life Points. If not, control of this card switches to your opponent. The controller of this card must send the top card from his/her Deck to the Graveyard during each of his/her Standby Phases. If an "Iron Chain" monster was sent to the Graveyard by the effect of this card, your opponent must send the cards from the top of his/her Deck to the Graveyard equal to the Level of the monster sent to the Graveyard.

 

Iron Chain Binder

Level 3

EARTH

Warrior/Effect

ATK/400 DEF/1400

 

You can send up to 5 cards from the top of your Deck to the Graveyard. For each card sent to the Graveyard, your opponent must send that many number of cards from the top of his/her Deck to the Graveyard. If any of the cards you sent to the Graveyard were Level 4 or lower "Iron Chain" monsters, Special Summon them in face-up Attack Position or Defense Position.

 

Iron Chain Summoner

Level 2

EARTH

Spellcaster/Tuner

ATK/700 DEF/1200

 

Once per turn, you can remove from play 1 "Iron Chain" card in your Graveyard to Special Summon 1 "Iron Chain" card that has been removed from play.

 

Iron Chain Mollusk

Level 1

EARTH

Insect/Tuner

ATK/100 DEF/500

 

You can remove from play 1 "Iron Chain" monster in your Graveyard to negate the battle between an "Iron Chain" monster and your opponent's monster.

 

Iron Chain Necrophaliax

Level 5

EARTH

Zombie/Tuner

ATK/1000 DEF/1000

 

If this card was sent to the Graveyard except by the effect of an "Iron Chain" monster, it is Special Summoned onto your side of the field with it's Level reduced by 2 stars. If this card was Special Summoned by this effect, it is removed from play if this card is removed from the field.

 

Iron Chain Archer

Level 5

EARTH

Warrior/Synchro/Effect

ATK/1800 DEF/1800

 

1 Tuner monster + 1 or more "Iron Chain" monsters

This monster can attack your opponent directly. If it does, halve the ATK of this monster until the end of the damage step. If this card inflicts Battle Damage to your opponent, your opponent must send the top 5 card in his/her Deck to the Graveyard.

 

Iron Chain Manipulator

Level 4

EARTH

Spellcaster/Synchro/Tuner

ATK/1400 DEF/1400

 

1 "Iron Chain" Tuner + 1 non-Tuner monster

When this card is Special Summoned, take control of 1 monster your opponent controls. That monster is treated as an "Iron Chain" monster.

 

Iron Chain Ancient Mammoth

Level 8

EARTH

Beast-Warrior/Synchro/Effect

ATK/2700 DEF/2200

 

1 "Iron Chain" Tuner + 1 or more non-Tuner monsters

Once per turn, you can remove from play 1 "Iron Chain" monster in your Graveyard. You can gain one of the following effects:

 

1) Increase the ATK of this card equal to the Level of the monster removed from play x100.

2) Send cards from the top of your opponent's Deck to the Graveyard equal to the Level of the monster removed from play.

 

Iron Chain Leviathan

Level 10

EARTH

Reptile/Synchro/Effect

ATK/2800 DEF/2500

 

1 "Iron Chain" Tuner + 2 or more "Iron Chain" non-Tuner monsters

When this card is Synchro Summoned, you can remove from play any number of "Iron Chain" monsters in your Graveyard. Each time this card destroys an opponent's monster by battle, select 1 of the following effects for each "Iron Chain" monster removed from play:

 

1-3 monsters) Inflict 1000 points of damage to your opponent

4-6 monsters) Increase the ATK of all face-up "Iron Chain" monsters on your side of the field equal to the number of "Iron Chain" monsters that are removed from play x100

7+ monsters) Your opponent must send cards from the top of his/her Deck to the Graveyard equal to the number of "Iron Chain" monsters removed from play.

 

Iron Chain Justice Striker

Level 9

Earth

Warrior/Effect

ATK/2500 DEF/3000

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you have exactly 5 "Iron Chain" monsters in your Graveyard. During any Battle Phase, you can remove from play 1 "Iron Chain" monster in your Graveyard to decrease the ATK of all non-"Iron Chain" monsters on the field by the ATK of the monster removed from play until the End Phase. During each of your End Phases, if this monster did not declare an attack, your opponent must send cards from the top of his/her Deck to the Graveyard equal to the number of "Iron Chain" monsters in your Graveyard.

 

 

[spoiler=Spells]Chained Assault

Spell/Continuous

 

Each time an "Iron Chain" monster attacks your opponent directly, he/she must send cards from his/her Deck to the Graveyard equal to the number of cards in your Graveyard. If this face-up card is destroyed, destroy all "Iron Chain" monsters you control.

 

Chain Evolution

Spell/Quick-Play

 

Each time an "Iron Chain" monster this turn successfully attacks, your opponent must randomly discard 1 card from their hand to the Graveyard.

 

Destructive Power Chain

Spell

 

All "Iron Chain" monsters on the field gain 700 ATK. Destroy all "Iron Chain" monsters that have attacked at the end phase.

 

 

Cage of Chains

Spell/Field

 

If your Graveyard contains 5 or more "Iron Chain" monsters, then "Iron Chain" monsters are not destroyed as a result of battle.

 

Chained Fools

Spell/Continuous

 

Select 1 "Iron Chain" monster you control. Your opponent then selects 1 monster he/she controls. Those monsters cannot declare an attack. During each of your Standby Phases, your opponent must send 2 cards from the top of his/her Deck to the Graveyard.

 

Valiant Energy burst!

Spell

 

Select 1 face-up "Iron Chain Justice Striker" you control. Double the ATK of the selected card. During this turn, that card can inflict piercing damage. Destroy the card during the End Phase of this turn.

 

Chain Draw

Spell

 

Send any number of "Iron Chain" monsters you control to the Graveyard. Draw cards equal to the number of monsters sent to the Graveyard by this effect.

 

Freezing Chain

Spell/Continuous

 

During each of your opponent's Battle Phases, if your opponent had cards sent from his/her Deck to the Graveyard, your opponent cannot declare an attack during the turn for each card sent to the Graveyard.

 

Rusted Chain

Spell

 

All "Iron Chain" monsters you control lose 500 ATK until the End Phase of your next turn. During the turn this card is activated, any effects that send cards from the Deck to the Graveyard are doubled.

 

Chain Whip

Spell/Equip

 

You can only equip this to an "Iron Chain" monster. When the equipped monster battles a monster, you can change the Battle Position of the attack target. If the equipped monster destroys a monster as a result of battle, your opponent must send the top 2 cards from his/her Deck to the Graveyard.

 

 

[spoiler=Traps]Chained Souls

Trap/Continuous

 

Select 1 "Iron Chain" monster on your side of the field. Your opponent selects 1 monster on his/her side of the field. When any of the designated monsters is destroyed, the other designated monster is destroyed as well. If any of the designated monsters is sent to the Graveyard for a Tribute Summon or Special Summon, the summoned monster becomes designated by the effect of this card.

 

Iron Shield

Trap/Counter

 

Negate the activation of a Spell, Trap or Monster Effect that targets an "Iron Chain" monster you control and destroy it. Then send the top 2 cards from your opponent's Deck to the Graveyard. While this card is in the Graveyard, remove it from play to prevent an "Iron Chain" monster you control from being destroyed by battle.

 

Chain Wall

Trap

 

All damage you take involving an "Iron Chain" monster becomes 0. During the turn this card is activated, when an "Iron Chain" monster is sent to the Graveyard, your opponent must send 2 cards on top of his/her Deck to the Graveyard.

 

Iron Chain Power Switch

Trap/Continuous

 

Each time your opponent's monster declares an attack against an "Iron Chain" monster, switch the ATK of the attacking monster with the ATK of the attack target.

 

Return of the Iron Leviathan

Trap

 

When an "Iron Chain Leviathan" is removed from the field, you can remove from play 1 "Iron Chain" Tuner monster in your Deck along with "Iron Chain" monsters in your Deck whose combined Level equals 10 to Special Summon "Iron Chain Leviathan" from your hand, Deck, Graveyard, or Extra Deck (This Special Summon is treated as a Synchro Summon).

 

Emergency Chain Power

Trap

 

Increase the ATK of all "Iron Chain" monsters you control by 500 points until the end of the turn.

 

Penetrating Chain Burst

Trap/Counter

 

Negate the effect of a Spell, Trap, or monster that designates 1 "Iron Chain" monster you control. Your opponent sends the top card of his/her Deck to the Graveyard.

 

Iron Chain Rave

Trap/Continuous

 

when this card is activated place 5 Chain Counters on this card. You can remove 1 Chain Counter on this card to have 1 "Iron Chain" monster you control attack your opponent directly. Any damage inflicted to your opponent is halved. When there are no Chain Counters on this card, you may destroy it to add up to 3 removed from play "Iron Chain" monsters back to your Deck.

 

Draining Chain

Trap/Continuous

 

Select 1 monster your opponent controls. During each of your Standby Phases, that monster loses 100 ATK. Also, during each of your Standby Phases, select 1 "Iron Chain" monster you control. Increase the ATK of that monster by 100 ATK. When this card is removed from the field, the ATK of the selected monsters are returned to their Original ATK.

 

Iron Chain Stealth Mech

Trap/Continuous

 

After this card is activated, it is Special Summoned in either Attack Position or Defense Position. It is treated as an Effect Monster Card (Machine-Type/EARTH/Level 3/ATK ?/DEF ?). When this card is Special Summoned, send cards from the top of your opponent's Deck to the Graveyard for each "Iron Chain" monster in your Graveyard. The Original ATK and DEF becomes the number of cards sent to the Graveyard by this card's effect x300.

 

Chain Defender

Trap/Continuous

 

If a monster you control is selected as an attack target, you can pay 1000 Life Points to Special Summon 1 "Iron Chain" monster with an ATK equal to or less than the attack target and place it in face-up Attack Position or Defense Position. Then change the attack target to the Special Summoned monster.

 

 

 

Please correct any OCG errors in here if I made some (or if you can tell me how to cut to the chase for some of these cards). Also please tell me on what cards should be inproved.

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Where are Summoner's stats?

 

Iron shield should be changed to this

TRAP

Counter

Negate the activation of a Spell, Trap or Monster Effect that targets an "Iron Chain" monster you control and destroy it. Then send the top 2 cards from your opponent's Deck to the Graveyard. While this card is in the Graveyard, remove it from play to prevent an "Iron Chain" monster you control from being destroyed by battle.

 

This way it is one use and semi-balanced

 

Iron Chain summoner should remove monsters only

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Some OCG errors' date=' but who cares in the written cards section

[/quote']

 

Clearly this user hasn't lurked long enough.

 

[spoiler=Monsters]Iron Chain Swordsman

Level 6

Earth

Warrior/Effect

ATK/1400 DEF/1600

 

Make all Battle Damage to your opponent involving this card 0. When this card successfully attacks' date=' your opponent must send cards from the top of his/her Deck equal to the level of this card.

 

[b']A little OP'd, especially due to the Summoner and Gate getting around its summon cost. Maybe make it a Level 4 and drop the mill to 2 cards?[/b]

 

Iron Chain Mole

Level 3

Earth

Beast/Effect

ATK/1200 DEF/1800

 

If this card was Special Summoned by the effect of an "Iron Chain" card, your opponent must send cards from the top of his/her Deck equal to the combined level of "Iron Chain" monsters in your graveyard.

 

Ungodly in the lategame, especially with Bridge and Summoner. Once again, maybe halve the amount of cards milled.

 

Iron Chain Bridge

Level 5

Earth

Fiend/Effect

ATK/800 DEF/1800

 

Each time this card is attacked, your opponent must discard the top card from his/her Deck. During your Main Phase only, you can Tribute this monster to Special Summon 1 "Iron Chain" card from your Deck.

 

This guy seems to be UP'd this time around. Up his DEF and you should be good.

 

Iron Chain Summoner

Level 2

Earth

Spellcaster/Effect

 

You can remove from play 1 "Iron Chain" card in your Graveyard to Special Summon 1 "Iron Chain" card from your Hand or Deck.

 

WAAAAAAAAAYY BROKEN. I assume you mean "monster" instead of "card". Change that up, and make the effect once per turn. To make it even better, you should make it a Tuner.

 

 

 

[spoiler=Spells]Chained Assault

Spell/Continuous

 

Each time an "Iron Chain" monster attacks your opponent directly, he/she must send cards from his/her Deck to the Graveyard equal to the number of cards in your Graveyard. If this face-up card is destroyed, destroy all "Iron Chain" monsters you control.

 

Again, that's pretty unbalanced, seeing as how in the late game, you'll be having 10+ cards in the Grave and they'll have more because of the IC cards. Lessen the mill to a set amount.

 

Iron Shield

Spell/Equip

 

This card can only be equipped to an "Iron Chain" monster. The equipped monster cannot be destroyed by battle and is unaffected by the effects of Spells, Traps, and Monsters.

 

Doesn't seem to stay in theme. It's nice protection, but should have a cost behind it, or an inherent milling effect.

 

 

 

 

[spoiler=Traps]Chained Souls

Trap/Continuous

 

Select 1 "Iron Chain" monster on your side of the field. Your opponent selects 1 monster on his/her side of the field. When any of the designated monsters is destroyed, the other designated monster is destroyed as well. If any of the designated monsters is sent to the Graveyard for a Tribute Summon or Special Summon, the summoned monster becomes designated by the effect of this card.

 

I'd like to see the point of this card. Also, it should say "removed from the field" instead of "destroyed", otherwise one could easily abuse it.

 

 

Interesting cards, but need some toning down. I'd like to see more of them, maybe another IC Synchro?

7.5/10

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1.: Is it just me or Iron Chain Mole is a "bit" OP? I mean if you have only IC Swordsman in your Graveyard and then you Tribute IC Bridge to Special Summon IC Mole that would already mean 11 cards -more than a quarter of a regular Deck- minus to your Opponent.

2.: IC Archer is broken: you've left out where your Opponent send his/her cards.

3.: There are some OCG errors, but just minor ones as I see.

All at all a good idea and nice work 7.5/10

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Yea I am ending my IC card ideas. Unless if people post that I should keep making these cards, I see no need in keeping it open, so if there are 10 different users that do not post here saying I should still make more cards or give me card ideas, then this thread will be locked by a mod in 24 hours.

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