Adran Posted February 22, 2010 Report Share Posted February 22, 2010 Alright. I'm posting here again, not because I trust people not to spam neg me (which happened far too much for me to care about this site anymore), but because its the best site I know of to get people's opinion on my cards. I am well aware of the length, and am sure there are still balance issues (especially with the god cards, which are intentionally just on the edge of balance). That's why I'm posting them though, to get opinions and add a few final touches to the set. So, without further delay, lets begin. Also, if anyone happens to have any pictures that might fit the cards, PLEASE help me by submitting them here! I've been trying to find pictures for forever, and have failed to find anything that satisfies. The fact they all the monsters have dragonic traits somewhat limits my options, and makes it much harder. EDIT: Since it was pointed out some might not want to read all of the cards, I'll make a summary of the concept behind the archetype. Divine Dimension is basically an archetype focusing on creatures from 5 different dimensions (represented by the fields). There are 3 of each "sub-archetype" within these dimensions, Chthonian (demonic dragons), Hydronian (semi-mechanical demons with aquatic and draconic traits), Cybern (animals with a blend of draconic traits added in that are a mix of mechanical weapons and living flesh), Holy (powerful spirit-dragons bearing more resemblance to aisan dragons than anything), and Zephyr (more dragonic than the rest, these are dragons that have mastered the skies). They are ALL Ritual Monsters, but the fields allow the monsters that call that dimension home to be Normal Summoned, and for it to be treated as being properly summoned (some card effects actually make this matter). Each field changes to one of 2 fields in a cycle during the standby phase, allowing a variety of effects and constantly changing what you can Normal Summon, making for very diverse strategies. The Rituals themselves serve many functions, as there are 5 of them. Each can Ritual Summon cards from 2 groups, based on Type or Archetype, since they include special Summoning methods to make it easier to summon certain card (or provide various little extra abilities, such as the summoning effect for Tephet Heferno). They also have an "alternate" mode, which lets you activate an extra effect rather than Ritual Summon, so they are NEVER dead weight. On top of all this, there are 5 "dragons" that stand above them. The 5 gods are fusions of 3 dragons, with only 1 of a specific "sub-archetype" required, but gaining more power if you use multiple monsters from the right archetype. These do not actually have "Dragon" in their names, but instead use "Divine" as their common marker. Each one bears some similarities to the monsters which they rule over, but stand on their own as truly powerful monsters. Each of the 5 is also a very distinct type of "dragon", made to truly embody their element. Blazing Vena Divine Dimension - Blazing VenaGroup: Spell CardType: SpellIcon:FieldWhile this card is face-up on the field, you may Normal Summon "Chthonian Dragon" Ritual Monsters; a "Chthonian Dragon" monster that is Normal Summoned while this card is face-up on the field is considered to have been properly Summoned for card effects. During each of your Standby Phases, except during the turn this card is activated, roll 1 six-sided die. If the result is 1, 2, or 3, return this card to your Deck and activate 1 "Divine Dimension - Flowing Fydan" from your Deck or Graveyard. If the result is 4 or 5, return this card to your Deck and activate 1 "Divine Dimension - Whirling Feht" from your Deck or Graveyard. If you cannot, destroy this card. When a monster is destroyed, put a number of Counters on this card equal to half that monster's Level, rounded up. During your Standby Phase, you may remove any number of Counters from this card to increase the ATK of 1 "Dragon" Ritual Monster you control by 100 x the number of Counters removed. Once per turn, during your Main Phase, you may send 1 monster in your hand or that you control to the Graveyard to add a number of Counters to this card based on the Level of the sent monster: •Level 4 or lower: 2 Counters. •Level 5 or 6: 3 Counters. • Level 7+: 4 Counters. Gateway to HellGroup: Spell CardType: SpellIcon:RitualYou can activate this card as a Continuous Trap Card with this effect: "Select 1 "Dragon" Ritual Monster in your Graveyard, and destroy monsters on the field with a combined Level exactly equal to the Level of the selected monster. Special Summon the selected monster, ignoring its Summoning conditions, and equip it with this card. When this card is destroyed, destroy the equipped monster." This card can be used to Ritual Summon 1 Dragon-Type "Dragon" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are attempting to Ritual Summon. If the Ritual Monster is a "Chthonian Dragon" Ritual Monster, you may pay the cost of this card using the appropriate method listed below instead: •Chthonian Dragon - Sevathr the Blazing Soul: Remove from play, from your Graveyard, "Dragon" Ritual Monsters whose total Levels are equal to 4. •Chthonian Dragon - Viradaus the Molten Eidolon: Remove from play, from your side of the field or your Graveyard, 2 or more monsters whose total combined Levels equal a multiple of 7 (for example, 7, 14, 21). •Chthonian Dragon - Kaligeresh the Fulgurating Undead: Tribute monsters from the field or your hand whose total Levels equal to or greater than 12. You may also Tribute 1 "Divine Dimension - Blazing Vena", and reduce the total required Level by 1 for each Counter on the Tributed card. Chthonian Dragon - Sevathr the Blazing SoulAttrib: FireType: Fiend/Ritual/EffectLevel:4Atk: 1200Def: 1200This card's Type is also treated as Dragon. When this card is Ritual Summoned, this card gains ATK equal to 200 x the combined Levels of the monsters used to Ritual Summon this card (max 2200 ATK). When this card is Normal Summoned, this card's original ATK becomes 1800. When this card destroys a monster by battle, this card gains ATK equal to the Level of the destroyed monster x 100. When this monster destroys the following number of monsters as a result of battle, the following effects are activated in order: Two: This card cannot be destroyed by card effects that do not specifically designate it as a target. Four: When this card destroys a monster by battle, this card can attack once again in a row. Chthonian Dragon - Viradaus the Molten EidolonAttrib: FireType: Fiend/Ritual/EffectLevel:7Atk: 2400Def: 2100This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Gateway to Hell". This card's Type is also treated as Dragon. This card gains the following effects, depending on how this card is Summoned:•Ritual Summoned: If the combined total Levels of the monsters used to Ritual Summoned this card is 14 or more, once per turn, you can activate 1 of the following effect(s): • Discard 1 card to destroy 1 face-up card on the field, then activate the following effect depending on the Type of the card destroyed: •Monster: Special Summon 1 "Demon's Soul Token" (Fiend-Type/Fire/Level ?/ATK ?/DEF 0) with a Level equal to the destroyed monster, and ATK equal to half the original ATK of the destroyed monster. •Spell: Add the destroyed Spell Card to your hand. If you activate it, your opponent gains 2000 Life Points and this card cannot attack this turn. •Trap: Add 1 Trap Card in your opponent's Graveyard other than the destroyed card to your hand. When that Trap Card would be sent to the Graveyard, it is returned to your opponent's hand instead.•Normal Summoned, Set, or non-Ritual Special Summon: If your opponent controls no monsters, this card can attack any face-down card your opponent controls. When a face-down card your opponent controls is flipped face-up by battle, if that card is a Quick-Play Spell Card or Trap Card, that card becomes a face-up Defense Position monster (Beast-Type/Light/Level 4/ATK 0/DEF 1800), then force the activation of that card. If that card is a non-Quick-Play Spell Card, that card's effect is negated and it is removed from play. If the timing of the activation of that card is incorrect, negate the effect of that card and remove it from play when it leaves the field. When this card battles a Spell or Trap Card, that card's controller rolls 1 six-sided die. The Spell or Trap Card gains DEF equal to the result x 200 during the Damage Step only. Chthonian Dragon - Kaligeresh the Fulgurating UndeadAttrib: FireType: Fiend/Ritual/EffectLevel:12Atk: 3000Def: 2500This card's Type is also treated as Dragon. When this card is Ritual Summoned, if "Divine Dimension - Blazing Vena" was offered as a Tribute, this card's original ATK becomes 2000, and this card gains ATK equal to the number of Counters that were on the Tributed "Divine Dimension - Blazing Vena" x 300. When this card is Normal Summoned, this card's Level becomes 8, and this card's effect is negated. During your opponent's Standby Phase, pick up the top card of your opponent's Deck. Depending on the Type, activate 1 of the following effects: •Monster: That card is sent to the Graveyard, inflict damage equal to that monster's Level x 200 to your opponent, then this card gains 300 ATK. This card cannot attack during your next turn. •Spell: Your opponent adds that card in their hand, and then reveals their hand to you. For every Spell Card in their hand, increase your Life Points by 200, then this card gains 300 ATK. You must pay 200 Life Points to activate a Spell Card during your next turn. •Trap: Your opponent adds that card to their hand, then both players may select 1 Trap Card or Ritual Spell Card from their Graveyard and Set it face-down on the field (they may not be activated this turn). Divine Infernal FireDrake, Naga-Jotai KilnonuAttrib: FireType: Fiend/Fusion/EffectLevel:12Atk: ?Def: ?1 "Chthonian Dragon" monster + 2 "Dragon" Ritual Monsters This card is also treated as a Dragon-Type monster. This card cannot be Special Summoned except by removing from play the above cards you control or that are in your Graveyard, at least 2 of which must have been properly Summoned. This is treated as a Fusion Summon. (You do not use "Polymerization".) This card cannot be Fusion Summoned if you have activated "Chain Material" during this turn. The ATK and DEF of this card is equal to the ATK and DEF of the Fusion Material Monster with the highest ATK and DEF, plus half the combined ATK and DEF of the other Fusion Material Monsters. If the Fusion Material Monsters used to Fusion Summon this card include at least 2 "Chthonian Dragon" monsters, this card gains ATK equal to 100 x the combined Levels of the Fusion Material Monsters. If the Fusion Material Monsters used to Fusion Summon this card include at least 3 "Chthonian Dragon" monsters, during your Main Phase, you can discard 1 card to destroy 1 card on the field, and this card's Type and Attribute become Divine. During your End Phase, shuffle the top card of your Graveyard into your Deck. During your Standby Phase, send the top card of your Deck to the Graveyard, then activate the following effect depending on the Type: •Monster: Inflict damage to your opponent equal to 100 x the combined Levels of the last 2 monsters sent to the Graveyard. •Non-Ritual Spell: Your opponent destroys 1 card they control OR sends the top 3 cards of their Deck to the Graveyard. •Ritual Spell: You and your opponent each reveal your hands. For each Trap Card or Ritual Spell Card that is in each player’s hand, increase your Life Points by 500 and inflict an equal amount of damage to each monster your opponent controls (face-down monsters are flipped face-up). Flowing Fydan Divine Dimension - Flowing FydanGroup: Spell CardType: SpellIcon:FieldWhile this card is face-up on the field, you may Normal Summon "Hydronian Dragon" Ritual Monsters; a "Hydronian Dragon" monster that is Normal Summoned while this card is face-up on the field is considered to have been properly Summoned for card effects. During each of your Standby Phases, except during the turn this card is activated, roll 1 six-sided die. If the result is 1, 2, or 3, return this card to your Deck and activate 1 "Divine Dimension - Quaking Ayndr" from your Deck or Graveyard. If the result is 4 or 5, return this card to your Deck and activate 1 "Divine Dimension - Blazing Vena" from your Deck or Graveyard. If you cannot, destroy this card. When this card is activated, it becomes the Draw Phase of the current turn (the turn player does not gain an additional Normal Draw this turn). During the Draw Phase, the turn player rolls 1 six-sided die. If the result is equal to or greater than the combined Levels of monsters they control divided by the number of monsters they control, they pick up cards from the top of their Deck until they pick up a monster card, then add it to their hand and return the rest of the cards to their Deck. During the Standby Phase, the turn player rolls 1 six-sided die. If the turn player added a monster to their hand with this card's effect, that player gains Life Points equal to the result x 100 OR the turn player takes damage equal to the result x 100. During the Main Phase 1, if the turn player Summons a monster added to their hand by this card's effect this turn, that monster gains ATK and DEF equal to the amount of Life Points you gained by this card's effect this turn OR all monsters the turn player Summons this turn lose ATK equal to the amount of damage you received by this card's effect this turn at the beginning of the Battle Phase. During the Battle Phase, the turn player's monsters cannot be destroyed and inflict Piercing damage. During the Main Phase 2, the turn player flips a coin and rolls 1 six-sided die. If the result is Heads, treat that player's opponent's Monster Card Zone as #'s 1-5, counting from your right, and destroy the monster that is in the same Monster Card Zone as the result. If the result is 6 and you have not activated the Tails effect of this card this turn, activate the Tails effect of this card and roll 1 six-sided die again. If the result is Tails, treat that player's opponent's Spell & Trap Card Zones as #'s 1-5, counting from your right, and destroy the Spell or Trap that is in the same Spell & Trap Card Zone as the result. If the result is 6 and you have not activated the Heads effect of this card this turn, activate the Heads effect of this card and roll 1 six-sided die again. Once per turn, during the End Phase, the turn player can discard any number of cards to draw the same number of cards. Spiraling Whirlpool to the DeepGroup: Spell CardType: SpellIcon:RitualYou can activate this card as a Continuous Trap Card with this effect: "During each player's Standby Phase, the turn player treats their Monster Card Zones as #'s 1-5, counting from their left. The turn player destroys any non-WATER monster in their Monster Card Zone 3, then moves 1 monster in either Monster Card Zone 2 or 4 to Monster Card Zone 3, then moves any monsters in Monster Card Zones 1 and 5 to 2 and 4 respectively." This card can be used to Ritual Summon 1 Fiend-Type "Dragon" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are attempting to Ritual Summon. If the Ritual Monster is a "Hydronian Dragon" Ritual Monster, you may pay the cost of this card using the appropriate method listed below instead: •Hydronian Dragon - Bersert Cypen the Berserk Destroyer: Reduce the total required Level to Ritual Summon this card by 1 for each card destroyed by a Card Effect this turn. •Hydronian Dragon - Gormeth Ryliuna the All-Seeing Eye: Return 2 monsters that were Special Summoned from the field to their owner's hand(s). •Hydronian Dragon - Natric Esper the Mother of the Paradox: Remove from play monsters in your Graveyard whose total Levels are equal to or greater than 5, and less than 9. You cannot remove from play more than 3 monsters for this effect. Hydronian Dragon - Bersert Cypen the Berserk DestroyerAttrib: WaterType: Machine/Ritual/EffectLevel:4Atk: 1800Def: 1600This card's Type is also treated as Fiend. This card gains the following effect, depending on how it was Summoned: •Normal or non-Ritual Special Summoned: If this card has not activated its effect this turn, you may discard 1 card from your hand to destroy 1 Spell or Trap card on the field, then this card is treated as being Ritual Summoned. •Ritual Summoned: If this card has not activated it effect this turn, you may discard 1 card from your hand to destroy 1 Monster Card on the field, then this card is treated as being Normal Summoned. Hydronian Dragon - Gormeth Ryliuna the All-Seeing EyeAttrib: WaterType: Machine/Ritual/EffectLevel:2Atk: 0Def: 1000This card's Type is also treated as Fiend. This card gains the following effect, depending on how it was Summoned: •Normal or non-Ritual Special Summoned: Switch this card to Defense Position, it gains 800 DEF, and it cannot switch to Attack Position. Once per turn, you may send 1 Ritual Spell Card in your Deck to the Graveyard, then add 1 Ritual Monster listed on the sent Ritual Spell Card from your Deck to your hand. During your Standby Phase, you may pay 1000 Life Points to have this monster treated as being Ritual Summoned. •Ritual Summoned: Once per turn, you may remove 1 Ritual Spell Card in your Graveyard from play to activate its effects. If you use this effect, this monster is treated as being Normal Summoned. Hydronian Dragon - Natric Esper the Mother of the ParadoxAttrib: WaterType: Machine/Ritual/EffectLevel:5Atk: 2000Def: 1000This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Spiraling Whirlpool to the Deep". This card's Type is also treated as Fiend. This card gains the following effect, depending on how it was Summoned: •Normal or non-Ritual Special Summon: When this card destroys a monster by battle, you may remove 1 monster in your Graveyard from play to add 1 card in your opponent's Graveyard to the top of their Deck, then this monster is treated as being Ritual Summoned. •Ritual: When your opponent draws a card, you may guess the Type of that card (Spell, Trap, or Monster). If you guess correctly, you may Special Summon 1 of your monsters that has been removed from play. During each of your opponent's End Phases, you may Special Summon 1 "Vacant Water Token" (Aqua-Type/WATER/Level 1/ATK 0/DEF 0) to your opponent's side of the field. All battle damage from a battle involving a "Vacant Water Token" becomes 0. When a "Vacant Water Token" is Special Summoned, this card is treated as being Normal Summoned. Divine Temporal Hydra, Ronaru LycraAttrib: WaterType: Machine/Fusion/EffectLevel:12Atk: ?Def: 25001 "Hydronian Dragon" monster + 1 Ritual Monster that was Ritual Summoned + 1 Ritual Monster that was Normal Summoned This card is also treated as a Fiend-Type monster. This card cannot be Special Summoned except by Tributing the above cards you control or that is in your hand. This is treated as a Fusion Summon. (You do not use "Polymerization".) This card cannot be Fusion Summoned if you have activated "Chain Material" during this turn. For each additional "Hydronian Dragon" monster used as a Fusion Material Monster beyond the first, once per turn this card cannot be destroyed. If the Fusion Material Monsters used to Fusion Summon this card include at least 2 "Hydronian Dragon" monsters, if this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If the Fusion Material Monsters used to Fusion Summon this card include at least 3 "Hydronian Dragon" monsters, damage inflicted by this card cannot be negated or reduced, and this card's Type and Attribute become Divine. When this card is Fusion Summoned, apply 1 of the following effects based on which Fusion Material Monster had the highest Level: "•Ritual Monster that was Ritual Summoend: This card is treated as being Ritual Summoned. •Ritual Monster that was Normal Summoned: This card is treated as being Normal Summoned." When this card is Ritual Summoned, during your next Standby Phase, your opponent takes 500 Damage. If this card was Normal Summoned, during your next Battle Phase, your opponent takes 500 battle damage. This card gains the following effect, depending on how it was Summoned: •Normal: This cards ATK becomes 2000. Battle damage this card inflicts becomes 0. Once per turn you may discard 1 monster from your hand. During your next Standby Phase, inflict damage to your opponent equal to half that monsters ATK. When your opponent takes battle damage, this card is treated as being Ritual Summoned. •Ritual: This card's ATK becomes 3000. When this card would inflict battle damage to your opponent's Life Points, this card inflicts no damage, and during your next Battle Phase, inflict damage to your opponent's Life Points equal to the battle damage they would have taken (this damage is treated as battle damage). This card inflicts Piercing damage. When your opponent takes Effect Damage, this card is treated as being Normal Summoned. Quaking Ayndr Divine Dimension - Quaking AyndrGroup: Spell CardType: SpellIcon:FieldWhile this card is face-up on the field, you may Normal Summon "Cybern Dragon" Ritual Monsters; a "Cybern Dragon" monster that is Normal Summoned while this card is face-up on the field is considered to have been properly Summoned for card effects. During each of your Standby Phases, except during the turn this card is activated, roll 1 six-sided die. If the result is 1, 2, or 3, return this card to your Deck and activate 1 "Divine Dimension - Flashing Dekrd" from your Deck or Graveyard. If the result is 4 or 5, return this card to your Deck and activate 1 "Divine Dimension - Flowing Fydan" from your Deck or Graveyard. If you cannot, destroy this card. When a card is destroyed, the Card Zone that card was in cannot be used until the next time "Divine Dimension - Quaking Ayndr" is activated. The number of Card Zones a player controls cannot be reduced below 1. If a player does not control any monsters, and they cannot Summon any monsters due to Card Effects, that player's opponent cannot that player directly. Stone Path of DestinyGroup: Spell CardType: SpellIcon:RitualYou can activate this card as a Quick-Play Spell Card with this effect: "When this card is activated, select 1 Column on the field. This card remains on the field for 3 of your opponent's turns. If there is only 1 monster in the selected column, that monster can attack directly. A monster in the selected column can only be attacked by another monster in that column. (This is already planned to be limited to "Divine" Fusion Monsters and "Dragon" Ritual Monsters, so don't worry about how powerful it is. Just haven't reworded it yet.)" This card can be used to Ritual Summon 1 Machine-Type "Dragon" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are attempting to Ritual Summon. If the Ritual Monster is a "Cybern Dragon" Ritual Monster, you may pay the cost of this card using the appropriate method listed below instead: •Cybern Dragon - Serdargr Leon the Feral Blade: Tribute upto 3 monsters from the field or your hand whose total Levels are 8 or greater. The ATK of the Ritual Summoned monster becomes the combined ATK of the Tributed monsters (max 3200). •Cybern Dragon - Soreck'ton the Serpent Shield: Switch any number of face-up Attack Position monsters on the field to face-up Defense Position with a combined Level equal to or greater than 8, then Tribute monsters from your field in Defense Position or your hand with a combined DEF of 2000 or more. •Cybern Dragon - Garad Kebardawn the Mirror Mantis: Tribute 1 monster you control with an ATK, DEF, or Type that is the same as the ATK, DEF, or Type as a monster your opponent controls. Cybern Dragon - Serdargr Leon the Feral BladeAttrib: EarthType: Beast/Ritual/Union/EffectLevel:4Atk: 1800Def: 1200This card's Type is also treated as Machine. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a face-up monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. If this card was Ritual Summoned, the equipped monster gains 1000 ATK. If this card was Normal or non-Ritual Special Summoned, the equipped monster gains 500 ATK, and once per turn, when the equipped monster destroys a monster by battle, the equipped monster can attack once more in a row. When the equipped monster is destroyed, you can Special Summon this card in face-up Attack Position. Cybern Dragon - Soreck'ton the Serpent ShieldAttrib: EarthType: Beast/Ritual/Union/EffectLevel:4Atk: 300Def: 2000This card's Type is also treated as Machine. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a face-up monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position, OR unequip the Union equipment and discard 1 card, then Special Summon this card in face-up Defense Position. If this card was Ritual Summoned, the equipped monster gains 1000 DEF, and once per turn, if a monster equipped with this card would be destroyed, it is not destroyed (If the equipped monster would be destroyed, destroy this card instead). If this card was Normal Summoned or non-Ritual Special Summoned, the equipped monster gains 500 DEF, double any Battle Damage your opponent takes when they attack this monster, and once per turn, if the equipped monster would be destroyed, Special Summon 1 "Mirror Shield Token" (Rock-Type/Earth/Level 1/ATK 1000/DEF 0) in Attack Position instead, and your opponent must destroy the Special Summoned "Mirror Shield Token" before they can attack the equipped monster. Instead of you, your opponent takes the Battle Damage you would have taken from a battle involving a "Mirror Shield Token". When the equipped monster is destroyed, you can Special Summon this card in face-up Defense Position. Cybern Dragon - Garad Kebardawn the Mirror MantisAttrib: EarthType: Beast/Ritual/Union/EffectLevel:8Atk: 2750Def: 300This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Stone Path of Destiny". This card's Type is also treated as Machine. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a face-up monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. The equipped monster gains the following effect: You may Ritual Summon this face-up card with any Ritual Spell Card to treat this card as a Ritual Monster that is listed on that Ritual Spell Card (it has that cards name, ATK, DEF, Level, Type, Attribute, and Effect) while this card is equipped with "Cybern Dragon - Garad Kebardawn the Mirror Mantis" by its own effect. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.) Divine Cyber Wyvern, Selryam SunkaelAttrib: EarthType: Beast/Fusion/EffectLevel:12Atk: 1400Def: 26001 "Cybern Dragon" monster + 2 "Dragon" Ritual Monsters This card is also treated as a Machine-Type monster. This card cannot be Special Summoned except by Tributing the above cards you control or that is in your hand. This is treated as a Fusion Summon. (You do not use "Polymerization".) This card cannot be Fusion Summoned if you have activated "Chain Material" during this turn. If this card is Fusion Summoned by Tributing 3 "Cybern Dragon"monsters, this card's Type and Attribute become Divine. This card gains the following effects, depending on the monsters used to Fusion Summon this card: •Cybern Dragon - Serdargr Leon the Feral Blade: This card gains 500 ATK for each "Cybern Dragon" monster used to Fusion Summon this card (max +1000 ATK). If this card is Fusion Summoned with 2 or more "Cybern Dragon" monsters, after this card destroys a monster by battle, it can attack once more if your opponent controls a monster. If this card is Fusion Summoned with 3 "Cybern Dragon" monsters, double the ATk of this card and this card's ATK cannot be increased by the effects of other cards. •Cybern Dragon - Soreck'ton the Serpent Shield: This card gains 1000 DEF. If this card is Fusion Summoned with 2 or more "Cybern Dragon" monsters, once per turn, this card cannot be destroyed by battle. If this card is Fusion Summoned with 3 "Cybern Dragon" monsters, once per turn this card cannot be destroyed. •Cybern Dragon - Garad Kebardawn the Mirror Mantis: Once per turn, you can discard 1 card and pay 1500 Life Points to negate the activation and effect of an Effect Monster and destroy it. If this card is Fusion Summoned with 2 or more "Cybern Dragon" monsters, once per turn, you can discard 1 and pay 1500 Life Points card to negate the activation and effect of a Spell Card and destroy it, and reduce the Life Point costs to use any of this card's effects by 500. If this card is Fusion Summoned with 3 "Cybern Dragon" monsters, once per turn, you can discard 1 and pay 1500 Life Points card to negate the activation and effect of a Trap Card and destroy it, and reduce the Life Point costs to use any of this card's effects by 500. Flashing Dekrd Divine Dimension - Flashing DekrdGroup: Spell CardType: SpellIcon:FieldWhile this card is face-up on the field, you may Normal Summon "Holy Dragon" Ritual Monsters; a "Holy Dragon" monster that is Normal Summoned while this card is face-up on the field is considered to have been properly Summoned for card effects. During each of your Standby Phases, except during the turn this card is activated, roll 1 six-sided die. If the result is 1, 2, or 3, return this card to your Deck and activate 1 "Divine Dimension - Whirling Feht" from your Deck or Graveyard. If the result is 4 or 5, return this card to your Deck and activate 1 "Divine Dimension - Quaking Ayndr" from your Deck or Graveyard. If you cannot, destroy this card. When your opponent declares an attack, flip a coin. If the result is Heads, negate the attack and increase your Life Points by an amount equal to half that monster's ATK. Your opponent may reveal 1 card in their hand with a different name than any other card they have revealed with this effect to reduce the amount of Life Points you gain by 500. Thundering Vortex of LightGroup: Spell CardType: SpellIcon:RitualYou may activate this card as a Normal Trap Card with this effect: "Add any number of cards from your hand to the Deck and shuffle it. Then draw a number of cards equal to the number of "Dragon" Ritual Monsters you control, or equal to the number of cards you returned + 2, whichever is less." This card can be used to Ritual Summon 1 Beast-Type "Dragon" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are attempting to Ritual Summon. If the Ritual Monster is a "Holy Dragon" Ritual Monster, you may pay the cost of this card using the appropriate method listed below instead: •Holy Dragon - Pithashi Wrathking the Life Conduit: Send 2 cards from the top of your Deck to the Graveyard. •Holy Dragon - Lord Wanacra the False Death: Return 4 cards with different names from your Graveyard to your Deck. •Holy Dragon - Zeriqal Verus the Death Trader: For every 1000 Life Points you or your opponent have (Whichever is more), return 1 card from your hand to your Deck. Holy Dragon - Pithashi Wrathking the Life ConduitAttrib: LightType: Thunder/Ritual/EffectLevel:2Atk: 800Def: 0This card's Type is also treated as Beast. This card gains ATK equal to 200 x the number of cards in your hand. If this card attacks a Defense Position monster and its ATK is higher than the DEF of that monster, inflict half the difference as battle damage to your opponent and gain Life Points equal to that amount. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card for every 800 points of damage inflicted, and this card gains 500 ATK. Holy Dragon - Lord Wanacra the False DeathAttrib: LightType: Thunder/Ritual/EffectLevel:4Atk: 1600Def: 1400This card's Type is also treated as Beast. While you have fewer cards in your Graveyard than your opponent, this card gains ATK equal to 100 x the number of cards in your opponents Graveyard, minus 100 x the number of cards in your Graveyard. During your Draw Phase, if you have 1 or more cards in your Graveyard, you can add the top card of your Graveyard to your hand instead of conducting your Normal Draw. This is treated as though you drew the card added to your hand. When you draw a Thunder or Beast-Type monster(s), you can reveal it to your opponent to draw 1 more card. If you reveal 3 Thunder or Beast-Type monsters in the same turn with this effect, you may return all 3 of them to your Deck to skip your opponent's next turn. Holy Dragon - Zeriqal Verus the Death TraderAttrib: LightType: Thunder/Ritual/EffectLevel:1Atk: 0Def: 0This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Thundering Vortex of Light". This card's Type is also treated as Beast. This card gains the following effects, depending on how this card is Summoned:•Ritual Summon: Exchange your current Life Points with your opponent's current ones. While your Life Points are higher than your opponent's, this card gains ATK and DEF equal to the difference.•Normal Summon: While your Life Points are lower than your opponent's, this card gains ATK and DEF equal to the difference. This card cannot be destroyed by battle. While your Life Points are higher than your opponents, during each of your Standby Phases, draw 1 card for every 1000 Life Points your Life Points are higher than your opponents.•non-Ritual Special Summon: Toss a coin. If the result is Heads, this card's ATK and DEF are equal to your Life Points. If the result is tails, this card's ATK and DEF are equal to your opponent's Life Points. This card cannot be selected as an attack target. If this is the only monster you control, your opponent can attack you directly. All Battle Damage to either player from a battle involving this monster becomes 0. Each time this card's ATK or DEF is reduced, draw 1 card for every 1000 points. This card cannot be Tributed except for a Tribute Summon or Ritual Summon of a "Dragon" Ritual Monster. This card's ATK and DEF cannot be changed except by this card's effect. Divine Celestial Tien-Lung, Nyodr StinoAttrib: LightType: Thunder/Fusion/EffectLevel:12Atk: 3100Def: 21001 "Holy Dragon" monster + 2 "Dragon" Ritual Monsters This card is also treated as a Beast-Type monster. This card cannot be Special Summoned except by returning to the Deck the above cards you control or that is in your Graveyard, each with a different name. This is treated as a Fusion Summon. (You do not use "Polymerization".) This card cannot be Fusion Summoned if you have activated "Chain Material" during this turn. If the Fusion Material Monsters used to Fusion Summon this card include at least 2 "Holy Dragon" monsters, gain Life Points equal to the damage this card inflicts. If the Fusion Material Monsters used to Fusion Summon this card include at least 3 "Holy Dragon" monsters, while your Life Points are lower than your opponents, increase the ATK of this card by the difference, and this card's Type and Attribute become Divine. While your Graveyard has more cards in it than your Opponent's Graveyard, remove from play any monsters sent to your Graveyard and add 1 Holy Blessing Counter to this card. While your Graveyard has fewer cards in it than your Opponent's Graveyard, remove from play any monsters sent to their Graveyard and remove 1 Holy Blessing Counter from this card if possible. Once per turn, during your Main Phase, you may Special Summon 1 of your removed from play monsters with a Level equal to or lower than the number of Holy Blessing Counters on this card. Each time this card gains a Holy Blessing Counter, your opponent may return 1 of their cards removed from play by this card's effect to their Deck with a Level equal to or lower than the number of Holy Blessing Counters on this card. Once per turn, this card cannot be destroyed by a card effect. When this card would be destroyed, you can remove 1 Holy Blessing Counter from this card instead. Whirling Feht Divine Dimension - Whirling FehtGroup: Spell CardType: SpellIcon:FieldWhile this card is face-up on the field, you may Normal Summon "Zephyr Dragon" Ritual Monsters; a "Zephyr Dragon" monster that is Normal Summoned while this card is face-up on the field is considered to have been properly Summoned for card effects. During each of your Standby Phases, except during the turn this card is activated, roll 1 six-sided die. If the result is 1, 2, or 3, return this card to your Deck and activate 1 "Divine Dimension - Blazing Vena" from your Deck or Graveyard. If the result is 4 or 5, return this card to your Deck and activate 1 "Divine Dimension - Flashing Dekrd" from your Deck or Graveyard. If you cannot, destroy this card. During each of your End Phases, you gain 400 Life Points for each "Dragon" Ritual Monster you control. When a card you control would be destroyed, other than this card by its own effect, you may pay Life Points equal to 500 times the number of cards that would be destroyed. Twisting Portal to the SkyGroup: Spell CardType: SpellIcon:RitualYou can acticate this card as a Normal Trap Card with this effect: "Return a number of cards on the field to their owner's hands equal to the number of "Dragon" Ritual Monsters you control." This card can be used to Ritual Summon 1 Thunder-Type "Dragon" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are attempting to Ritual Summon. If the Ritual Monster is a "Zephyr Dragon" Ritual Monster, you may pay the cost of this card using the appropriate method listed below instead: •Zephyr Dragon - Dorstwing Neo the Typhoon: Tribute 2 "Dragon" Ritual Monsters from your field whose total Levels are between 6 and 12. •Zephyr Dragon - Gimorsh the Tornado: You may Tribute Spell and Trap Cards as well as Monster Cards, treating each Tributed Spell or Trap card as a Level 1 monster. •Zephyr Dragon - Tephet Hefeno the Hurricane: Switch 1 monster your opponent controls from Defense Position to Attack Position, 1 monster you control from Attack Position to Defense Position, and flip 1 face-up card you control face-down (in Defense Position for a monster). None of these cards can change their position this turn, and you cannot pick a card for more than 1 of these effects. Zephyr Dragon - Dorstwing Neo the TyphoonAttrib: WindType: Dragon/Ritual/EffectLevel:6Atk: 2000Def: 0This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Twisting Portal to the Sky". This card's Type is also treated as Thunder. When this card is Ritual Summoned, if the Tributed monster(s) is a "Dragon" monster, this card gains ATK equal to half the combined ATK of the Tributed monster(s). When this card is Normal Summoned, this card gains this effect: "This card gains ATK equal to half the DEF of this card. When this card is Tribute Summoned, this card gains DEF equal to the DEF of the Tributed monster." This card inflicts Piercing damage. Zephyr Dragon - Gimorsh the TornadoAttrib: WindType: Dragon/Ritual/EffectLevel:3Atk: 1400Def: 800This card's Type is also treated as Thunder. When this card is Ritual Summoned, this card gains ATK equal to 200 x the number of cards you control. This card gains 300 ATK for each "Dragon" Ritual Monster you control. When this card destroys a monster by battle, inflict 1000 damage to both players. Reduce the amount of damage each player takes by 200 for each Spell and Trap Card that player controls. Zephyr Dragon - Tephet Hefeno the HurricaneAttrib: WindType: Dragon/Ritual/EffectLevel:5Atk: 1000Def: 2000This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Twisting Portal to the Sky". This card cannot be Ritual Summoned except by the paying the alternate cost for the effect of "Twisting Portal to the Sky". This card's Type is also treated as Thunder. When this card is Ritual Summoned, you may change the battle position of any number of monsters on the field (face-down Defense Position monsters are flipped to face-up Attack Position), and cannot change their battle positions until the end of your next turn. This card gains 200 ATK for each other monster in face-up Attack Position. This card can attack your opponent directly. When this card inflicts battle damage to your opponent, change all monsters you control to face-up Attack Position, and all monsters your opponent controls to face-up Defense Position, and all other monsters you control must attack an opponent's monster with the highest DEF this turn. No other monster may attack your opponent directly this turn, your opponent cannot declare an attack until the end of their next turn, and this card cannot declare an attack until the end of your next turn. Divine Tempest Amphiptere, Nihel ManketAttrib: WindType: Dragon/Fusion/EffectLevel:12Atk: 3200Def: 24001 "Zephyr Dragon" monster + 1 Attack Position "Dragon" Ritual Monster you control + 1 Defense Position "Dragon" Ritual Monster you control This card is also treated as a Thunder-Type monster. This card cannot be Special Summoned except by Tributing the above cards you control or that is in your hand. This is treated as a Fusion Summon. (You do not use "Polymerization".) This card cannot be Fusion Summoned if you have activated "Chain Material" during this turn. If the Fusion Material Monsters used to Fusion Summon this card include at least 2 "Zephyr Dragon" monsters, decrease the DEF of a monster this card battles by 300 points for each "Zephyr Dragon" monster used to Fusion Summon this card. If the Fusion Material Monsters used to Fusion Summon this card include at least 3 "Zephyr Dragon" monsters, when this card destroys a monster by battle, negate that monster's effect (including Flip Effects), and this card's Type and Attribute become Divine. This card inflicts Piercing damage. During your Standby Phase, this card is switched to Attack Position and its ATK and DEF becomes its original ATK and DEF, then any changes to ATK and / or DEF due to card effects are applied to the new ATK and DEF. During your opponnent's Standby Phase, this card is switched to Defense Position and its original ATK and DEF are switched, then any changes to ATK and / or DEF due to card effects are applied to the new ATK and DEF. During each fo your opponent's Draw Phases, this card gains 1 Moon Counter. This card gains 200 ATK for each Moon Counter on this card. This card gains the following effects, based on the number of Moon Counters on this card: •1: This card cannot be destroyed by card effects. •2: During your opponent's Standby Phase, change the Battle Position of every monster on the field other than this card (face-down Defense Position monsters are switched to face-up Attack Position). •3: Once per turn, during your Main Phase 1, you can halve the ATK of this card to destroy 2 monsters your opponent controls and inflict damage to your opponent equal to half the combined ATK of the destroyed monsters. •4: During your Main Phase 1, you can reduce this card's ATK to 0 to inflict battle damage to all monsters your opponent controls equal to the amount this card's ATK was reduced by. •5: During your Main Phase, you can Special Summon 1 Level 4 or lower "Dragon" Ritual Monster from your hand, ignoring the Summoning Requirements, then your opponent must Special Summon 1 Level 4 or lower monster from their hand if possible. •6: All monsters on the field are changed to face-up Defense Position and cannot change their battle position. •7: Any monster that is Normal Summoned, Flip Summoned, Set, or Special Summoned successfully is changed to face-up Defense Position. This card cannot be destroyed. Each player can Normal Summon 1 additional monster during their turn. •8: Treat all monsters on the field, in both player's hands, and in the Graveyard other than this card as Normal Monsters until your opponent's next Draw Phase, then remove all Moon Counters from this card. This card can attack all monsters your opponent controls, and you can change the battle position of a monster this card attacks. You cannot attack your opponent directly during a turn this effect is used. This card gains ATK equal to 1/4th the ATK or DEF of a monster this card battles. Link to comment
jack781217 Posted February 22, 2010 Report Share Posted February 22, 2010 Not that I don't want to comment, but the lores' lengths are simply too intimidating... maybe providing a short explanation of the archetype will help... Link to comment
Adran Posted February 22, 2010 Author Report Share Posted February 22, 2010 Not that I don't want to comment' date=' but the lores' lengths are simply too intimidating... maybe providing a short explanation of the archetype will help...[/quote'] I can do that. I'll add that to the top. Link to comment
Bringerofcake Posted February 22, 2010 Report Share Posted February 22, 2010 If you could divide them by "Realm" via spoilers, that would also help. Link to comment
Adran Posted February 22, 2010 Author Report Share Posted February 22, 2010 If you could divide them by "Realm" via spoilers' date=' that would also help.[/quote'] .... Why the hell didn't I think of that? *goes to add spoilers* Link to comment
Horu Posted February 22, 2010 Report Share Posted February 22, 2010 I generally like the cards cause they can seem to chain rather well at times to summon whichever god is needed at that moment. Of course the Zephyr Dragons and Nihel are my favorites. Nihel FTW ^_^ Link to comment
Adran Posted February 22, 2010 Author Report Share Posted February 22, 2010 I generally like the cards cause they can seem to chain rather well at times to summon whichever god is needed at that moment. Of course the Zephyr Dragons and Nihel are my favorites. Nihel FTW ^_^ I'm not surprised you like the Zephyr Dragons, considering you made Nihel (and had him named after you). Thanks for the comment! Link to comment
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