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Archfiend Cards -LOOKING FOR ARTIST-


Salior

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Before I show you this, I would like to ask something.

I've looked on photobucket, Deviantart, and google images under multiple search keywords, and cannot find a single picture that hasnt already been used that would work with my cards. If someone would PLEASE draw some, i would really, really appreciate it. Anything that looks good, whether it's photoshop, GIMP, or an actual drawing, would help a lot.

And the only reason the non-pictured card models are here are for convienience. As it is, its going to take me an hour to post all these cards (slow computer), and posting the stars, archtype, atk, def, type, ECT. would take another hour by itself. Just wanted to make myself clear.

 

Thanks!

 

[spoiler=monster cards]

 

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Terrorking Archfiend + Imprisoned Queen Archfiend + Skull Archfiend of Lightning

To summon this card, tribute the above fusion material monsters from your side of the field. You do not need "Polymerization". When this card is face up on your side of the field and "Pandamonium" is not, destroy this card. When this card is face up on your side of the field, your "Pandamonium" cannot be destroyed, and new field spells cannot be played. When this card is designated as the target of an opponent's effect, roll a 6 sided die. if the result is 1, 2, 4, or 6, negate the activation of the card and destroy it. When this card is destroyed, remove it from play. When this card changes battle position, you may change the battle position of all monsters on your opponent's side of the field.

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The controller of this card pays 500 life points during each of his standby phases (this is not optional). When this card is specifically designated as a target of an effect controlled by your opponent, when resolving the effect, roll the 6 sided die. If the result is 3, negate the effect and destroy the opponent's card. You may tribute this card from your hand to your graveyard to take one monster card with "archfiend" in its name from your deck to your hand. Then shuffle your deck.

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This card's name is treated as "Pandamonium". As long as this monster is on the field, neither player has to pay life points due to archfiend monster(s) effects during their standby phase(s). Once per turn, you may negate the activation and effect of any spell, trap, or effect monster your opponent controlls specifically designating this card.

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The controller of this card pays 500 life points during each of his standby phases (This is not optional). When this card is specifically designated as the target of an effect of a card your opponent controls, roll a 6 sided die. If the result is 2 or 5, negate the activation and destroy the opponent's card.

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Darkbishop Archfiend + Desrook Archfiend + Vilepawn Archfiend

To summon this card, tribute the above fusion material monsters. You do not need "Polymerization". This card's controller pays 1500 life points during each of his standby phases (this is not optional). When an archfiend monster is specifically designated as the target of an effect your opponent controls, roll a 6 sided die. If the result is 1, 3, or 6, negate the activation and destroy the opponent's card. While this card is face up on the field, your opponent cannot select another archfiend monster as an attack target. While this card is face up on the field, any "Terrorking Archfiend" you control cannot be destroyed.

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This card can only be Ritual Summoned with the ritual spell card, "Summoning Of Pandamonium". If this card is on the field and "Pandamonium" Is not, destroy this card. As long as this card if face up on your side of the field, your "Pandamonium" cannot be the target of spells, traps or effects your opponents controls. When this card deals damage to your opponent's life points, put a chaos counter on it. Tribute this card to inflict damage to your opponent's life point's equal to the number of chaos counters X 1000 points.

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The controller of this card pays 2000 Life Points during each of their standby phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a 6 sided die. If the result is 1, 2, 5, or 6, negate the effect and destroy the opponent's card. When this card is destroyed and sent to the graveyard as a result of battle or an opponent's card effect, remove it from play. If Pandamonium is on your side of the field when this happens, destroy and remove from play all cards on the field (no effects are activated).

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The controller of this card takes 500 life points of damage during his/her standby phase (this is not optional). When this card is specifically targeted by the effect of a spell, trap, or monster card controlled by an opponent, roll the 6-sided die. If the result is 1, 3, or 6, negate the activation of the effect and destroy the opponent's card.

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If this card is on the field and "Pandamonium" is not, destroy this card. When this card inflicts battle damage to your opponent, destroy one random set spell or trap card in his/her spell/trap card zone. The end phase of the turn that this card's effect was activated, you may send it to the graveyard to special summon one "Archfiend Warrior LV4" from your deck.

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If this card was not special summoned by the effect of "Archfiend Warrior LV2", its effects do not activate at any time, reguardless of any other effects.

If this card is on the field, but "Pandamonium" is not, destroy this card. When this card inflicts battle damage to your opponent's life points, you may destroy one spell or trap that opponent controls. At the End Phase of the turn that this card's effect was activated, you may send it to the graveyard to special summon one "Archfiend Warrior LV8" from your deck.

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*Updated, but not entirely fixed, still trying to figure out the right OCG*

When this card is played, if it wasn't special summoned by the effect of "Archfiend Warrior LV4", The following effects do not activate, reguardless of other card effects. If this card is on the field but "Pandamonium" is not, destroy this card. When this card inflicts battle damage to an opponent, you may select and activate up to three magic or trap cards that the attacked opponent controls. Any and all effects this might trigger only benefit this card's controller. All selected cards are destroyed at the end phase of the turn this card's effect was activated. cards with the same name as the selected cards cannot be activated for the rest of the duel.

 

 

[spoiler=Spell cards]

 

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*changed, due to a reccomendation, though now it seems like it's kind of O.P.ed. continue commenting!*

 

You can only activate this card when your opponent's life points are 3000 or less, when you have a "Terrorking Archfiend" on your side of the field. Any cards you control that have "Archfiend" in their card names may destroy opponent's monsters automatically during the battle phase this turn, reguardless of position. (No flip effects activate, and no battle damage is applied)

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This card is used to Ritual Summon "Pandamonium Archfiend". You must also offer monster(s) whose total Level Stars equal 8 or more as tribute from your field or your hand.

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Increase the equipped monster's attack by 600 points. All battle damage from a battle involving the equipped monster and an opponent's monster is doubled. If the equipped monster would be destroyed, except by this card's effect, you may destroy this card instead. If this card would be destroyed, except by the equipped monster being destroyed or this card's effect, you may destroy the equipped monster instead and return this card to your hand.

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*fixed*

Activate only if you have "Pandamonium" on your side of the field. Pay 700 Life Points. All battle damage inflicted to an opponent(s) involving any monster cards with "archfiend" in their name is doubled this turn.

 

 

[spoiler=Trap Cards]

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Activate only when your "Terrorking Archfiend" is about to be destroyed as a result of battle or by an opponent's card effect. Pay 500 Life Points. Look through your deck for a card named "Desrook Archfiend" and send it to the graveyard. This turn, that "Terrorking Archfiend" cannot be destroyed.

 

 

 

Hope you liked em! Still looking for pics.

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Check would be better if it were more of a Waboku effect, or even more beneficial. As it stands, I would run Waboku over it.

 

Archfiend Warrior LV 8 doesn't really have a better effect over its predecessor IMO. Either it's a single copy card (Mirror Force for example, which they would've used anyway) or the card isn't integral to the Deck, and the opponent can do without. There are exceptions to this (Dark Simorgh, Dimensional builds), but still, I'd rather see this as a Heavy with legs.

 

Archfiend Destruction hates Honest. Really, really, REALLY bad. Make it say "battle damage to your opponent". Then they have their own OTK to work toward!

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