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CHECK OUT NEW SET "DARKFIRE" 48/?? {Second Generation!!!} [Please Comment]!!!!!


Zelda Hero 1

Should I continue making DarkFire cards?  

1 member has voted

  1. 1. Should I continue making DarkFire cards?

    • YES!!!!
    • Maybe, just need a little work
    • No


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[spoiler= Effect Monsters]

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This card cannot be Special Summoned except by the effects of "DarkFire" cards. As long as this card is face-up on the field it's also treated as a Reptile-Type and a Sea Serpent-Type monster. Once per turn, when a "Neo DarkFire" monster you control is destroyed by a card effect controlled by your opponent, except "Neo DarkFire Secure Space Serpent", you can Special Summon the destroyed monster in face-up Attack Position, and equip it with this card. Once per turn, when this card is destroyed by the effect of a "DarkFire" card, Special Summon this card during the End Phase. Once per turn, you can equip this card to a "DarkFire" monster you control, OR unequip it to Special Summon this card in face-up Defense Position. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

 

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This card cannot be Special Summoned, except by the effect of a "DarkFire" card. You must Tribute 3 monsters to Normal Summon this card (you cannot Set this card). The Summon of this card cannot be negated. As long as this card is face-up on the field it's also treated as a Machine-Type and a Psychic-Type monster.

When this card inflicts Battle Damage to your opponent by a direct attack and your opponent controls more cards, destroy all cards on your opponent's side of the field, inflict 400 damage to both players for every card destroyed by this card's effect.

 

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As long as this card is face-up on the field it's also treated as a Warrior-Type and a Fiend-Type monster. If your opponent controls a monster and you control no monsters, you can Normal Summon this card without Tributing. When this card is Normal Summoned, you can send 1 card from your hand to your Graveyard to Special Summon 1 Level 3 or lower "DarkFire" Tuner monster from your hand. Those monsters are destroyed during the End Phase.

 

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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkFire" monsters on your side of the field and 3 "DarkFire" monsters in your Graveyard. As long as this card is face-up on the field it's also treated as a Dragon-Type monster. Once per turn, you can destroy all non-Dark monsters on the field, both players take damage equal to half the total ATK of all the destroyed monsters.

 

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As long as this card is face-up on the field it's also treated as a Fairy-Type monster. When this card is Summoned, you can send the top 2 cards of your Deck to the Graveyard to add 1 "DarkFire Doomsday Destruction" from your Deck or Graveyard to your hand. This card's name is treated as "DarkFire Doomsday Destruction" while in the Graveyard. Once per turn, if you active "DarkFire Doomsday Destruction", you can Special Summon this card from your Graveyard.

 

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As long as this card is face-up on the field it's also treated as a Zombie-Type monster. When this card is removed from play from your Deck or Graveyard, inflict 700 damage to your opponent for every "DarkFire" monster removed from play with a different name. When your opponent inflicts damage to your Life Points, you can send this removed monster and all other removed monsters to your opponent's Graveyard, increase your Life Points by 700 for every "DarkFire" monster removed from play with a different name.

 

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As long as this card is face-up on the field it's also treated as a Winged Beast-Type monster. During the turn that this card is removed from play, every time you draw a "DarkFire" card, you can reveal it to your opponent and draw 1 more card.

 

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As long as this card is face-up on the field it's also treated as a Machine-Type monster. Once per turn, you can remove the top 4 cards of your Deck from play to activate 1 of the following effects: ● Remove 1 "DarkFire" monster in your Graveyard from play to destroy 1 face-up monster on the field. ● Remove 1 "DarkFire" Spell Card in your Graveyard from play to destroy 1 face-up Spell or Trap Card on the field. ● Remove 1 "DarkFire" Trap Card in your Graveyard from play to destroy 1 Set Spell or Trap Card on the field.

 

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If there are more "DarkFire" monsters in your Graveyard than removed from play, you can Special Summon this card from your hand or Graveyard. As long as this card is face-up on the field it's also treated as Warrior-Type. This card can attack any monster on the field. If this card attacks a "DarkFire" monster you control, neither monster is destroyed. If this card attacks a monster, you can place 1 Burn Counter on that monster at the end of the Damage Step (max. 1). You can remove all Burn Counters from monsters on the field to increase the ATK and DEF of each "DarkFire" monster that had a Burn Counter by 500 for every Burn Counter removed, until the End Phase. This card cannot attack your opponent's Life Points directly.

 

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As long as this card is face-up on the field it's also treated as a Fiend-Type monster. During the turn that this card is sent to the Graveyard, all face-up "DarkFire" Spell and Trap Cards cannot be destroyed. During the turn that this card is removed from play, all face-up "DarkFire" monsters gain 1000 ATK. During the End Phase of the turn this card is returned to your hand or Deck, all face-up cards on the field, except "DarkFire" Spell or Trap Cards, are destroyed.

 

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As long as this card is face-up on the field it's also treated as a Rock-Type monster. This card is changed to Defense Position when it is Normal Summoned or Flip Summoned. Once per turn, if a "DarkFire" monster, except "DarkFire Gaia Gardna" is selected as an attack target, you can send this card and the top 5 cards of your Deck to the Graveyard to end the Battle Phase. If this card is in the Graveyard, you can remove this card and 1 other card in your Graveyard from play to end the Battle Phase.

 

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As long as this card is face-up on the field it's also treated as a Fish-Type monster. This card cannot be Special Summoned from the Graveyard. If this card is sent to the Graveyard for a Synchro Summon, you can treat this card as a Normal, Synchro, Ritual, or Fusion monster.

 

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As long as this card is face-up on the field it's also treated as a Spellcaster-Type monster. Once per turn, you can remove the top four cards of your Deck from play to remove 1 card on your side of the field from play until the End Phase. If this card is removed from play, select 1 "DarkFire" monster on your side of the field whose effect can only be activated once per turn, the selected monster can activate its effect twice per turn.

 

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"DarkFire" Tuner + 2 or more non-Tuner "DarkFire" monsters

As long as this card is face-up on the field it's also treated as a Rock-Type and a Beast-Warrior-Type monster. This card cannot attack during the turn it is Special Summoned. You take no Battle Damage from battles involving this card. If this card battles a monster, destroy 1 monster, except the one that battled this card. For each card destroyed, that card's controller draws 1 card. You can only control 1 face-up "Neo DarkFire" monster.

 

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As long as this card is face-up on the field it's also treated as a Plant-Type monster. If this card is destroyed, it is removed from play. If this card is in your Graveyard, you can remove from play this card and 1 level 4 or lower "DarkFire" monster in your Graveyard to Special Summon 1 monster from your hand with less ATK then the ATK of the other removed monster.

 

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As long as this card is face-up on the field it's also treated as a Plant-Type and a Fairy-Type monster. This card can only be used as a Synchro Material Monster for a "DarkFire" monster. When this card is Special Summoned by an Effect Monster's effect, you can Special Summon 1 "DarkFire" monster from your hand or Graveyard in face-up Defense Position with a lower level than that of the monster that Special Summoned this card. If the monster Special Summoned by this card's effect has higher level than this card, the monster is treated as 2 monsters when it is used for a Synchro Summon and as 2 Tributes for the Tribute Summon of a "DarkFire" monster. That monster's effect(s) is negated.

 

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This card cannot be Normal Summoned or Set. As long as this card is face-up on the field it's also treated as a Sea Serpent-Type monster. When this card is removed from your Deck from play, you can Special Summon this card to your side of the field in Attack Position. This card cannot be used for a Synchro Summon on the same turn it is Summoned. During the Battle Phase, you can send this card plus 1 or more non-Tuner "DarkFire" monsters to the Graveyard, and Special Summon 1 "DarkFire" Synchro Monster from your Extra Deck whose Level equal the total Levels of the monsters sent, this effect can be activated during either player's turn.

 

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As long as this card is face-up on the field it's also treated as Dinosaur-Type. This card can only be used as a Synchro Material Monster for "DarkFire" monster. This card is not effected by card effects and cannot be destroyed in battle. If this card is selected as an attack target you take 1000 damage.

 

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As long as this card is face-up on the field it's also treated as a Beast-Warrior-Type monster. During the turn this card is Normal Summoned, you can use non-Tuner monsters from your opponent's side of the field as Synchro Material Monsters for a Synchro Summon. If you use monsters from your opponent's side of the field as Synchro Material Monsters, Special Summon the Synchro monster to your opponent's side of the field.

 

 

[spoiler= Ritual Monsters/Spells]

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This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of Evil Insects". As long as this card is face-up on the field it's also treated as a Insect-Type monster. When this card is Ritual Summoned, you can destroy cards on your opponent's side of the field up to the number of monsters you used for the Ritual Summon. If the number of cards on your opponent's side of the field is fewer than the number of monsters you used for the Ritual Summon, you can draw 1 card for every card destroyed by this card's effect.

 

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This card is used to Ritual Summon "DarkFire Creepy Crustacean". You must also Tribute "DarkFire" monsters whose total Levels equal 9 or more from the field or your hand. During your Main Phase, you can remove from play this card from your Graveyard to remove from play the top 10 cards of both players' Deck.

 

 

 

[spoiler= Dark Synchro Monsters]

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1 non-Tuner "DarkFire" monster - 1 Dark Tuner monster

Once per turn, while this card is in your Extra Deck, you can select 1 face-up level 7 or higher "DarkFire" monster on the field. The selected monster is treated as a Dark Tuner monster, until the End Phase. As long as this card is face-up on the field it's also treated as a Beast-Type monster. During both End Phases, when either player has lost Life Points, except by battle, increase both players' Life Points by the amount of Life Points either player has lost. Increase this card's ATK by the amount of Life Points both players gained by this card's effect. When this card is destroyed, inflict damage equal to this card's ATK to the player who destroyed this card.

 

 

 

[spoiler= Synchro Monsters]

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1 "DarkFire" Tuner + 2 or more non-Tuner monsters

This card cannot be Special Summoned except with a Synchro Summon. As long as this card is face-up on the field it's also treated as a Thunder-Type monster. This card gets these effects, based on the non-Tuner monsters used for the Synchro Summon of this card. ● Normal: Once per turn, you can negate the activation of a Spell, Trap Card or the effect of an Effect Monster and destroy that card. During the End Phase, if you activated this card's effect you must select 1 non-Tuner monster that was used for the Synchro Summon of this card, treat this card as though the selected monster was not used for the Synchro Summon of this card. ● Effect: This card is treated as a level 5 monster. ● Synchro: While you control another "DarkFire" monster, level 6 or higher monsters cannot attack. ● Ritual: Once per turn, you can destroy 1 Set card on the field. ● Fusion: Once per turn, you can remove 1 monster in your Graveyard from play, treat this card as though the removed monster was used for the Synchro Summon of this card, until the End Phase.

 

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1 "DarkFire" Synchro Tuner + 1 or more non-Tuner Synchro monsters

As long as this card is face-up on the field it's also treated as a Psychic-Type monster. As long as this card is face-up on the field, when you take damage by battle or by a card effect controlled by your opponent, you can pay Life Points equal to half the damage instead. Once per turn, you can pay 1000 Life Points and remove the top 3 cards of your Deck from play to destroy 1 card on the field. Once during your opponent's turn, you can remove this card from play until the End Phase.

 

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1 "DarkFire" Tuner + 1 or more non-Tuner "DarkFire" monsters

As long as this card is face-up on the field it's also treated as a Dinosaur-Type and a Beast-Type monster. If this card is Special Summoned and you have no "DarkFire" monsters in your Graveyard, switch control of this monster. When "DarkFire" monsters attack monsters your opponent controls with the same type, destroy that monster without applying Damage Calculation. You can only control 1 face-up "Neo DarkFire" monster.

 

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1 "DarkFire" Tuner + 1 or more non-Tuners

As long as this card is face-up on the field it's also treated as a Reptile-Type monster. If this card is used for a Synchro Summon, you can treat this card as a Level 1 monster. When this card is Special Summoned, switch control of this card. During your End Phase, both players remove the top 4 cards of their Deck from play. When either player activates a Spell Card, that player can Special Summon 1 monster from their Graveyard.

 

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1 "DarkFire" Tuner + 1 or more "DarkFire" non-Tuners

As long as this card is face-up on the field it's also treated as a Aqua-Type monster. Once per turn, you can select 1 face-up monster on the field, treat the card as a Level 5 or lower monster. As long as this card is in face-up Defense Position, all level 6 or higher monsters cannot destroy monsters by battle or by their card effects. When a level 4 or lower monster attacks this card, you can switch the original ATK and DEF of this card.

 

 

[spoiler= Fusion Cards]

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2 or more "DarkFire" monsters

This card cannot be Special Summoned except with "Final Flame Fusion". When this card is Fusion Summoned, send all other cards you control to the Graveyard. The original ATK and DEF of this card are each 700 x the number of Fusion Material Monsters used for its Fusion Summon. As long as this card is face-up on the field it's also treated as the types of the monsters used for the Fusion Summon of this card. Once per turn, you can send 1 "DarkFire" from your Deck to your Graveyard, this card gains the sent monster's effect(s) until the End Phase.

 

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Level 8 or higher "DarkFire" monster + level 3 or lower "DarkFire" monster

This card cannot be Special Summoned except with "Final Flame Fusion". As long as this card is face-up on the field it's also treated as the types of the monsters used for the Fusion Summon of this card. Once per turn, discard every card in your hand to remove 1 card in your opponent's hand from play, if the removed card is a monster whose level is less than or equal to the number of cards you discarded, this card must attack 1 more time for every level of the removed monster.

 

 

[spoiler= Spell Cards]

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Activate 1 of the following effects equal to the number of "DarkFire Doomsday Destruction" cards in your Graveyard: ● 0: Return all cards in your Graveyard to your Deck, except "DarkFire" cards. Send any number of "DarkFire" cards from your hand to the Graveyard. Gain 200 Life Points for every "DarkFire" card you send to the Graveyard. If you gained over 1000 Life Points due to this card's effect, draw 1 card. ● 1: Remove all "DarkFire" cards in your Graveyard from play, except "DarkFire Doomsday Destruction". Inflict 1000 damage to both players for every "DarkFire" card removed from play. The effects of the "DarkFire" monsters that were removed from play are negated. ● 2+: Return all "DarkFire" cards that are removed from play to your Deck. Inflict 1000 damage to your opponent's Life Points for every "DarkFire" card returned. During the End Phase, pay Life Points so that you only have 100 left and both players draw 1 card for every 1000 Life Points you payed.

 

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You can send this card from your hand to the Graveyard to add 1 "DarkFire" card from your Deck to your hand. When this card is removed from play, select 1 "DarkFire" monster on the field. Activate 1 of the following effects: -Gain Life Points equal to half of the selected monster's ATK. If you gained over 800 Life Points due to this card's effect, draw 1 card. -Inflict damage to your opponent equal to half of the selected monster's ATK.

 

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When you control a "Neo DarkFire" monster, all "DarkFire" monsters can attack your opponent directly. If your opponent takes over 3000 damage from direct attacks this turn, end the Battle Phase. During your opponent's turn, the ATK of all "DarkFire" monsters on your side of the field lose 300 ATK for each card in your opponent's hand.

 

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There can only be 1 face-up "Alternate Reality of the DarkFires" card on the field. Activate only if both players have less than 4000 Life Points. If you have monsters in your Graveyard, except "DarkFire" monsters, this card is destroyed. As long as this card is face-up on the field, whenever either player would take damage, except by a Continuous Trap Card, that player's opponent gains that amount of Life Points instead. If either player's Life Points are 8000 or more, destroy this card. During your Main Phase, you can remove from play this card from your Graveyard and 1 "DarkFire" monster, 1 Spell Card, and 1 Trap Card from your Graveyard to add 1 "The Second Alternate Reality of the DarkFires" from your Deck to your hand.

 

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During your End Phase you must send 1 "DarkFire" card from your hand or from your side of the field to the Graveyard, if you cannot, this card is destroyed. Once per turn, you can remove from play 1 "DarkFire" card in your Graveyard to reveal the top card of your opponent's Deck. If it is a monster that can be Normal Summoned, Special Summon it to your side of the field. If it is a monster that cannot be Normal Summoned, Special Summon it to your opponent's side of the field, ignoring the Summoning conditions. If it is a Spell or Trap Card, inflict 2000 damage to your opponent's Life Points if your opponent does not activate that card by your next Standby Phase.

 

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Once per turn, you can select 1 "DarkFire" Synchro monster on the field or in your Graveyard. If 1 of the monsters used for the Synchro Summon of the selected monster is in your Graveyard, you can Special Summon 1 of those monsters. If the selected Synchro monster is sent to the Graveyard, removed from play, returned to your Deck, or is returned to your hand, this card is destroyed. If this card is destroyed, return all Special Summoned monsters on the field to their respective Decks and shuffle them.

 

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When this card is activated, if your opponent controls a Field Spell Card neither Field Spell Card is destroyed. As long as this card is face-up on the field, both players can control Field Spell Cards at the same time. Every time a counter(s) is placed on your opponent's Field Spell Card, inflict 300 damage to your opponent. As long as there are 2 face-up Field Spell Cards on the field, all face-up "DarkFire" monsters cannot be destroyed by battle. When a face-up "DarkFire"monster is attacked, place 1 DFire Counter on the attack target. When your opponent's Field Spell Card is destroyed, remove from play all face-up monsters with DFire Counters. When this card is destroyed and sent to the Graveyard, you can remove all counters from your opponent's Field Spell Card, destroy cards on your opponent's side of the field up to the number of counters removed.

 

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Once per turn, you can remove from play cards on the top of your Deck for every "DarkFire" monster in your Graveyard, then add 1 "DarkFire" monster from your Deck to your hand. During each of your End Phases, send the top 5 cards of your Deck to the Graveyard. At the end of your Main Phase 2, if you have 5 or fewer cards in your Deck, shuffle all removed from play cards into their owner's Decks.

 

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Send up to 3 "DarkFire" monsters with the same name in your hand to the Graveyard. Special Summon 1 "DarkFire Birth Token" for every card sent. The tokens have the same Type, Attribute, Level, ATK and DEF as the cards sent. The tokens cannot declare an attack or be Tributed for a Tribute Summon, unless it is for a "DarkFire" monster.

 

 

 

[spoiler= Trap Cards]

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Activate only when an opponent's monster declares an attack and the total ATK of your opponent's monsters is greater than or equal to your Life Points. After activation, put this card face-up in your Deck and shuffle it. Send cards from the top of your Deck to the Graveyard until you send this card to the Graveyard. Your opponent takes damage equal to half the total ATK of all "DarkFire" monsters sent to the Graveyard due to this card's effect. You take damage equal to half the total DEF of all "DarkFire" monsters sent to the Graveyard due to this card's effect.

 

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Remove 1 face-up "DarkFire" monster on the field from play. Special Summon 1 monster that is removed from play, except a Pyro-Type monster, to your side of the field. The Special Summoned monster's name is treated as "DarkFire" as long as this card is in the Graveyard. If this card is remove from play, draw 1 card.

 

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There can only be 1 face-up "Alternate Reality of the DarkFires" card on the field. Activate only if both players have less than 4000 Life Points. If you have monsters in your Graveyard, except "DarkFire" monsters, this card is destroyed. As long as this card is face-up on the field, whenever either player would take damage player gains that amount of Life Points instead. If either player's Life Points are 8000 or more, that player loses the Duel. If both players Life Points become 8000 or more at the same time, this card is destroyed. During your Main Phase, you can remove from play this card from your Graveyard and 1 "DarkFire" monster, 1 Spell Card, and 1 Trap Card from your Graveyard to add 1 "The First Alternate Reality of the DarkFires" from your Deck to your hand.

 

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Activate this card when you control a face-up "DarkFire" monster(s). Once per turn, select 1 Dark monster on your side of the field that has destroyed up to 2 monsters in battle or by its card effect. The selected monster is not effected by all other Spell and Trap Cards. If this card is removed the field, remove the selected monster from play.

 

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Once per turn, when a "DarkFire" monster(s) is remove from play, you can double the original ATK of all face-up "DarkFire" monsters on your side of the field until the End Phase. All face-up "DarkFire" monsters that have 4000 or more ATK are destroyed. If a monster is destroyed due to this card's effect, this card is destroyed.

 

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All pic credit goes to HP Doom and Deviantart

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there's only a few overused pics

 

Blazing Beast Brawler's pic is just Flamedramon from Digimon though' date=' so change that picture

 

the OCG looks just fine for all of them, and the same goes for effects, so I'll give this 9.6/10

[/quote']

 

Oh, I didn't know that Blazing Beast Brawler's pic was from Digimon, I saw somebody else use the pic and I assumed that it could be used, but I can't find any other pic that is pyro, beast, and a dinosaur type that fits with the card.

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The purpose of the set is to have multiple possible strategies,

 

Draw power - "DarkFire Greed Glider"

 

Multiple types - "Neo DarkFire Blazing Beast Brawler" uses that to destroy the enemy

 

Burn deck, "DarkFire Doomsday Destruction" combined with "DarkFire Doomsday Disciple" can perform an OTK if lucky enough

 

Slight variation of the Lightsworns, except instead of sending cards to the Graveyard, many remove from play - "DarkFire Magma Swimmer" is a version of "Lightsworn Beast"

 

Plus there are Ritual, Fusion, Synchro, Dark Synchro, and Union "DarkFire" monsters - "DarkFire Lightning Lord" gains special abilities depending on who was used to Synchro Summon it

 

Finally there are cards like "The First Alternate Reality of the DarkFires" that simply change the rules of the duel to benefit the DarkFires

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there's only a few overused pics

 

Blazing Beast Crawler's pic is just Flamedramon from Digimon though' date=' so change that picture

 

the OCG looks just fine for all of them, and the same goes for effects, so I'll give this 9.6/10

[/quote']

 

I agree. but i do think the effects could use a little work.

 

8.9/10

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there's only a few overused pics

 

Blazing Beast Crawler's pic is just Flamedramon from Digimon though' date=' so change that picture

 

the OCG looks just fine for all of them, and the same goes for effects, so I'll give this 9.6/10

[/quote']

 

I agree. but i do think the effects could use a little work.

 

8.9/10

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The purpose of the set is to have multiple possible strategies' date='

 

Draw power - "DarkFire Greed Glider"

 

Multiple types - all "DarkFire" monsters have at least 2 types, "Neo DarkFire Blazing Beast Brawler" uses this ability to destroy the opponent's monsters

 

Burn deck, "DarkFire Doomsday Destruction" combined with "DarkFire Doomsday Disciple" can perform an OTK if lucky enough

 

Slight variation of the Lightsworns, except instead of sending cards to the Graveyard, many remove from play - "DarkFire Magma Swimmer" is a version of "Lightsworn Beast"

 

Plus there are Ritual, Fusion, Synchro, Dark Synchro, and Union "DarkFire" monsters - "DarkFire Lightning Lord" gains special abilities depending on who was used to Synchro Summon it

 

Finally there are cards like "The First Alternate Reality of the DarkFires" that simply change the rules of the duel to benefit the DarkFires

[/quote']

 

and can people please be more specific on what the OCG errors are

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