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Sun vs. Moon (ace monsters released)


morfowt

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For eons, the creatures of the day and the creatures of the night have lived in harmony together, abiding to the rules of their kingdoms governed by the sun and the moon. But when a daring nocturnal civilian breaks the law and peeks at the sun, god's wrath will descend

 

This set is sort of 2 archetypes but are closely related, kind of like neo-spacians and elemental heroes. the main card is the field spell card "sun cycle" which tells you when it's "day" or "night". when day, "solar nation" monsters are face-up and "lunar kingdom" monsters are face-down, and vice versa when it's night. There are actually 2 ace monsters equally powerful in this set. coincidentally, this set also works pretty well with Book of Taiyou, Book of Moon, and Book of Eclipse...

 

Sun Cycle

Field Spell Card

When you activate this card and during each of your Standby Phases after that, flip a coin. -Heads: Flip all face-up DARK monsters face-down. Flip all face-down LIGHT monsters into face-up Defense position. Neither player can Summon DARK monsters. -Tails: Flip all face-up LIGHT monsters face-down. Flip all face-down DARK monsters into face-up Defense position. Neither player can Summon LIGHT monsters.

 

Lunar Kingdom - Shadowwing

lvl3 DARK Winged Beast/Tuner

1300/1000

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. When this card is flipped face-up, you can select 1 face-down card on the field and look at it. Return it to its original position at the end of the turn.

 

Solar Nation - Strongarm

lvl4 LIGHT Beast/Effect

2000/1000

This card cannot be Set unless "Sun Cycle" is face-up on the field. This card cannot attack unless it was flipped face-up this turn.

 

Solar Nation - Longtail

lvl3 LIGHT Beast/Effect

1000/1200

This card cannot be Set unless "Sun Cycle" is face-up on the field. During the turn this card is flipped face-up, it can attack directly.

 

Lunar Kingdom - Howlbeast

lvl4 DARK Beast/Tuner

1900/700

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. Discard this card to add 1 "Sun Cycle" from your Deck or Graveyard to your hand.

 

Solar Nation - Quickstrike

lvl3 LIGHT Reptile/Effect

1400/200

This card cannot be Set unless "Sun Cycle" is face-up on the field. If this card is attacked while face-down, you can destroy 1 card on the field at the end of the Damage Step.

 

Solar Nation - Seablade

lvl4 LIGHT Fish/Effect

1800/1500

This card cannot be Set unless "Sun Cycle" is face-up on the field. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

 

Lunar Kingdom - Nightbird

lvl4 DARK Winged Beast/Effect

1600/1000

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. During the turn this card is flipped face-up, your opponent cannot activate Trap Cards until the end of the Damage Step.

 

Lunar Kingdom - Nighteyes

lvl4 DARK Beast/Effect

1700/1200

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. If this card is face-up, you cannot attack with it. Once per turn, while this card is face-down, you can attack with it.

(Card Ruling: You have to show this face-down card to your opponent when you activate its effect if your opponent asks you to.)

 

Solar Nation - Longnose

lvl4 LIGHT Beast/Effect

1900/1600

This card cannot be Set unless "Sun Cycle" is face-up on the field. If this card attacks a Defense Position monster, increase this card's ATK by 1000.

 

Solar Locket

Normal Trap

Select 1 "Sun Cycle" is on your side of the field. It's effect is now treated as the opposite coin toss result.

 

Eternal Suspension

Continuous Spell

This card can only be activated if there is a face-up "Sun Cycle" on the field. Negate the effect that flips a coin during the Standby Phase. If "Sun Cycle" is removed from the field, destroy this card.

 

Star Rebirth

Counter Trap

Activate this card if a face-up "Sun Cycle" you control was destroyed. Pay 500 Life Points to put this card on the top of your deck.

 

Lunar Kingdom - Swampsaurian

lvl4 DARK Reptile/Effect

2400/1000

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. If this card was flipped face-up by a card effect, switch this card into Attack Position immediately.

 

Lunar Kingdom - Sonicleg

lvl 1 DARK Insect/Tuner

500/1000

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. If this card is flipped face-up, increase its level by 3.

 

Lunar Kingdom - Largebeast

lvl 4 DARK Beast/Effect

2300/1200

This card cannot be Summoned unless "Sun Cycle" is face-up on the field. If this card attacks, during your next Standby Phase, send this face-up card to the Graveyard.

 

Solar Eclipse Dragon

lvl8 LIGHT Dragon/Synchro/Effect

3000/2500

1 "Lunar Kingdom" Tuner + 1 or more "Solar Nation" non-tuner monsters.

You cannot Special Summon this card if a "Lunar Eclipse Dragon" exists on your side of the field. This card's Attribute is also DARK. As long as this card remains face-up on the field, you and your monsters are unaffected by the effects of "Sun Cycle". Once per turn, during your Standby Phase, you can activate one of the following effects: -Negate the Effects of all of your opponent's LIGHT monsters until your next Standby Phase. -Change the Attribute of all of your opponent's monsters to DARK until your next Standby Phase.

 

Lunar Eclipse Dragon

lvl8 DARK Dragon/Synchro/Effect

3000/2500

1 "Solar Nation" Tuner + 1 or more "Lunar Kingdom" non-tuner monsters.

You cannot Special Summon this card if a "Solar Eclipse Dragon" exists on your side of the field. This card's Attribute is also LIGHT. As long as this card remains face-up on the field, you and your monsters are unaffected by the effects of "Sun Cycle". Negate the Effects of all DARK monsters on your opponent's side of the field and Graveyard. Once per turn, during your Standby Phase, you can activate one of the following effects: -Negate the Effects of all of your opponent's DARK monsters until your next Standby Phase. -Change the Attribute of all of your opponent's monsters to LIGHT until your next Standby Phase.

 

Well there you are for now. rate, review, comment, criticize, contribute, whatever.

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A few OCG errors, like in "Solar Nation - Longnose" and some other cards you either have to write, "This card cannot be Summoned unless "Sun Cycle" is face-up on the field. If this card attacks a Defense Position monster, increase this card's ATK by 1000." OR "This card cannot be Set unless "Sun Cycle" is face-up on the field. This card cannot be Summoned. If this card attacks a Defense Position monster, increase this card's ATK by 1000. It depends on what you meant. Also, capitalize "Set".

 

Cool cards. Cool idea. Would love to see more and/or finished ones. 8.7/10

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um, that's not an OCG error. it's supposed to be unable to be set unless sun cycle is on the field. it CAN still be summoned... the idea is unless sun cycle is on the field, solar nation monsters have to remain face-up, while lunar kingdom monsters have to remain face-down.

 

I'll capitalize it though.

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  • 3 weeks later...

i have this

 

level 3

moon warrior-devestator

effect/when this card is summoned pay 500 life to inflict 100 damage to your opponent for every moon counter

atk0def0

 

level 4

moon warrior-counter

effect/this card gives 2 moon counters to every card on the field . this card cannot be destroyed by a spell /trap or monster effect.

0atk 2300def

 

sun dragon-kido

lv6

this card gains 200 atk per sun counter . place 1 counter on every card every turn

1800atk 1900def

 

moon sun dragonrider

lv 9

sun dragon-kido+moon warrior devastator

lose 2000 life per turn .gains 500 atk for moon and sun counter .inflict 500 damage per moon and sun counter.

atk/0 def/2000

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i have this

 

level 3

moon warrior-devestator

effect/when this card is summoned pay 500 life to inflict 100 damage to your opponent for every moon counter

atk0def0

 

level 4

moon warrior-counter

effect/this card gives 2 moon counters to every card on the field . this card cannot be destroyed by a spell /trap or monster effect.

0atk 2300def

 

sun dragon-kido

lv6

this card gains 200 atk per sun counter . place 1 counter on every card every turn

1800atk 1900def

 

moon sun dragonrider

lv 9

sun dragon-kido+moon warrior devastator

lose 2000 life per turn .gains 500 atk for moon and sun counter .inflict 500 damage per moon and sun counter.

atk/0 def/2000

 

thanks, but the thing is, since none of them have "solar nation" nor "lunar kingdom" in their names, they aren't part of this archetype and can't use the support cards. plus, they don't have effects the effects found in all members of the archetype.

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A recommendation: vary the levels a bit more, and fix the error of not having a Solar Nation tuner. Otherwise, you have 1 useless Synchro, and (in general at least) it will be too hard/easy to synchro. Likewise, the Lunar monsters will die 80% of the time because they must be set and have almost no def, and the Solar monsters will be broken 80% of the time because their stats are so high without an increase in level. Likewise, is the field flipping them to fd defense? or just fd? Aside from varying the Levels, consider making some monsters that are high level WITHOUT being Synchro. Its kind of boring if the only way to get a high level monster out is synchro, and will probably hurt the deck a bit if you cant tribute and the field gets full of things. Also, Star Rebirth needs to be fixed so it says it returns the field, not itself, to the top of the deck. Otherwise, nice set! Wish it could work with Sun Dragon Inti and Moon Dragon Quilla, but oh well. Nice job!

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