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Super Grand Contest | OVER


Cloister

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You said the dead end with on the 20th and here is my cards, also the cards code is not working but I am going to try later.

[spoiler=Hourglass of Time]

Card1.jpg

This card can only be equip to "Mythical Beasts - Father Time". Your opponent cannot active any trap cards when "Mythical Beasts - Father Time" is in Attack Position. If your opponent attacks "Mythical Beasts - Father Time" in Defense Position then the attacking card in remove from play for 3 turns. When the 3 turns are up then your opponent have to pays 300 Life Points. When "The Sword of Time" is on the field then remove from play one of your opponent monster on the field for 2 turns. Your opponent gains 400 Life Points for 2 turns. You can only do this effect for every 3 of your Main Phases is up.

 

 

[spoiler=The Sword of Time]

card3.jpg

This card can only be equip to "Mythical Beasts - Father Time". "Mythical Beasts - Father Time" gains 200 ATK and DEF for every monster that is remove from play. When "Mythical Beasts - Father Time" attacks your opponent, you have to remove from play one card from your graveyard. If you don't have a card to remove from play, then pay 300 Life Points. If the trap card "Hourglass of Time" on the field then your Life Points increase 200 points at every Draw Phase you have.

 

 

 

[spoiler=Mythical Beasts -Father Time]

card2.jpg

This card gains 300 ATK for each card removed from play when this card is on the field. When your opponent monster destorys your monster that has the name "Mythical Beasts" in it name, then you can remove it from play for 3 turns. When your opponent actives a Spell Card, you can send one of your monsters that is in your graveyard and remove from play, that Spall Card is destory. If the Equip Spell Card "The Sword of Time" and the Equip Trap Card "Hourglass of Time" are both on the field at the same time then both players have draw 2 cards. if anyone of them is a monster then remove from play that monster for 5 turns.

 

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Sorry for being ultra late i have had a lot of homework to do my cards will be posted in just a sec.


Well it seems it really does not accept the Card Codes so can i please PM the Cards to you instead of putting them in attachments here? If you agree please tell me because the pics represent the Cards themselves.

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sorry, my cardmaker still is not working :(

good thing round 4 is postponed, my cards are ready, I'll post as soon as it starts working again

EDIT: I uploaded them from tinypic, so here

[spoiler=Monster] 3445pbd.jpg

This card cannot be Normal Summoned or Set unless "Arbor House" is face-up on your field. While "Arbor House" is face-up on the field, you can discard 2 cards from your hand to negate any card effect that targets this card. When this effect is used, you can select 1 "Arbor" Card from your Deck, show it to your opponent, and add it to your hand.

 

[spoiler=Spell] v4mihk.jpg

When this card is activated, destroy all face-up Continuous Spell Cards. For each "Arbor" card placed on the field after this card's activation, place 1 Arbor Counter on this card. You can remove 1 Arbor Counter from this card to remove from play 1 "Arbor" card you control and 1 card your opponent controls. When this card is destroyed by your opponent and sent to the Graveyard, add 1 "Arbor Hellfire" from your Deck to your hand.

 

[spoiler=Trap] n4eiza.jpg

When this card is added to your hand by the effect of "Arbor House", you can immediately activate this card and treat it as a Continuous Spell Card. As long as you control this face-up card, your opponent cannot activate any card effects that designate a monster(s) you control as a target during your turn. When this card is destroyed by your opponent and sent to the Graveyard, Special Summon 1 "Kiha, Arbor Protector" from your Graveyard in face-up Attack Position.

 

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Okay here are my cards i wanted to make something different for Round 4.Okay here they are:

 

[spoiler=Level Reverser]createcardphp-4.jpg

Lore:1 "Plaguespreader Zombie" + 2 or more Non-Tuner Zombie-Type Monsters

 

When this Card is Summoned, Special Summon as many Zombie-Type Monsters from your Graveyard as possible. For each Monster Special Summoned by this effect, this Card gains 1 Level. While you have a face-up Zombie Type Monster, this Card cannot be selected as an Attack Target. While the Monsters Special Summoned by this Card's effect are face-up on your side of the Field, this Card cannot be destroyed by Card Effects. When this Card is destroyed and removed from the Field, add 1 "Level Reverser's Absorption" from your Deck to your hand. If this Card is Special Summoned by the Effect of "Level Finisher" This Card's Level becomes Negative.

 

[spoiler=Level Reverser's Absorption]createcardphp1.jpg

Lore:This Card can only be activated while you control a "Level Reducer". Tribute one "Level Reducer" and destroy all Cards you control. Then, add 1 "Level Finisher" from your Deck to your hand.

 

[spoiler=Level Finisher]createcardphp3.jpg

Lore:This Card can only be Activated by removing from play 1 "Level Reverser's Absorption" in your Graveyard and sending all Cards on your side of the Field, your hand and your Deck to the Graveyard. Special Summon 1 "Level Reverser" from your Graveyard. Then, your opponent Special Summons the Monster with the highest Level from their Deck and it's Level becomes Negative. If the Level of the opponent's Monster is smaller than the Level of "Level Reducer", you win the Duel.

 

 

Okay just remember the Levels are negative so Negative Level 8 is smaller than Negative Level 7,or better said if Level 8 is bigger than Level 7,then -8 is smaller than -7.Just to clear things up so you don't get confused by Level Finisher.

 

Edit:Don't mind the Spell card's name it should be Level Reverser's Absorption i just did something wrong.

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Thanks i like it too because it's really a little different from the other pictures like It turns from a Synchro into a Dark Synchro.And i hope i go through even if the cards i made are a little different. I made them different because i wanted to make a weaker version of Last Turn so that it isn't overpowered but isn't weak either.

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Round 4 is up' date=' not 3. Round 3 was ended long ago and you are still in JIMMYTRON.

[/quote']

 

i typed 3 instead of 4...my bad...posting my cards ASAP!!

[align=center]

SORRY ABOUT THE WAIT

[spoiler= [b]Spell Card[/b]]

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This card is used to Ritual Summon "Artillery Elephant". You must also Tribute Beast- and/or Machine-Type Monsters whose total Levels equal 7 or more from the field or your hand. After activation, your opponent must discard 2 cards randomly from his/her hand.

 

 

 

[spoiler= [b]Monster Card[/b]]

20prfr8.jpg

This card can only be Ritual Summoned with the Ritual Spell Card, "Weaponry Oath". As long as this card remains face up on the field, during each of your End Phases, you must randomly discard 1 card from your hand. This card is unaffected by the effect of an Effect Monster. When this card is sent from the field to the Graveyard as a result of battle, discard your entire hand.

 

 

 

[spoiler= [b]Trap Card[/b]]

2rqzt3l.jpg

This card can only be activated if you control at least 1 face-up "Artillery Elephant" on your side of the field. If you do not control a face-up "Artillery Elephant" on your side of the field, destroy this card. If your opponent selects an "Artillery Elephant" that you control as a target of an attack, before Battle Damage is applied, you can increase the ATK of that "Artillery Elephant" by x200 for each monster on his/her side of the field.

 

[/align]

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