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9/?? The Life Deck; One of those things that doesn't make sense standing alone.


Delta_Sigma

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I think its a nice place to be, personally.

 

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Every player gains 1000 Life Points on their Standby Phase. All monsters lose 600 ATK and DEF points. Life Point costs cannot be paid. If this card is destroyed, activate Bottom of the Heart from your hand, Deck, Graveyard, or out of play.

 

 

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Discard a card from your hand. Lock all your opponent's Monster and Spell/Trap zones, by the guidelines below or lock 4 zones affected by the guidelines below, and lock 1 zone for the rest of the duel. On each of your opponents End Phases they can 'unlock' a zone locked by this effect. They gain 1000 Life Points for each zone unlocked by this effect.

 

 

[spoiler=House of Diamond Antenna]449866g.jpg

 

This card can be used to summon any Ritual Monster with "Diamond Antenna" in its name. You must also tribute monsters from the field, your hand, or "Blessed Cyan Butterfly" cards whose total Levels equal to at least that of the Ritual Monster you are attempting to Ritual Summon. You can activate this effect of this card from your graveyard. "Blessed Cyan Butterfly" cards tributed for this ritual summon are counted as having 1 more Level. In place of a Ritual Summon, you may send a Spell card from your Deck to your graveyard, or discard 2 cards in your hand to take a card from your graveyard to your hand.

 

[spoiler=Yvette; Abomination of Diamond Antenna]449866.jpg

 

This monster can only be Ritual Summoned with the Ritual Spell Card, "House of Diamond Antenna". You must also offer monsters whose total Level Stars equal 9 or more as a Tribute from the field or your hand. Once per turn you can discard a card from your hand to Special Summon a "Blessed Cyan Butterfly" to the field, ignoring its summoning conditions. Once per turn you can remove an Insect in your Graveyard from play to select a space in either your opponents Monster or Spell/Trap zone. Any card that is there is removed from play, that space is locked for the remainder of the duel, and your opponent's hand size is reduced by 1 for the rest of the duel. If this card is attacked, the attack is negated and both players gain Life Points equal to the Battle Damage that would have been dealt. You can discard 2 cards from your hand to negate the effect of a card and remove it from play.

 

 

 

[spoiler=Blessed Cyan Butterfly]449866y.jpg

 

This card returns to the owners hand during the End Phase of the turn it was Normal Summoned, Flip Summoned, Flipped Face-up or Special Summoned. When this card is Normal Summoned, you may Special Summon a Blessed Cyan Butterfly from your hand. This card can only be Special Summoned by its own effect. When this card is returned to your hand, use a proxy playing card and treat that card as having the effects listed on this card, and add it to your hand. If this card is discarded from your hand or Deck or sent out of play, all players gain 1000 Life Points.

 

 

[spoiler=Fae Carbonic Angel]449866kv.jpg

 

This card is treated as having "Blessed Cyan Butterfly" in the name. This card is also treated as an Insect. Once per turn, you can search your Deck for a card and place it on top of your Deck. Once per turn, you can return a monster from the field to the owners hand. That player can immediately Normal Summon. You can discard any number of cards from your hand to gain x1000 Life Points of the cards discarded. For every 5 cards discarded for this effect, lock an open zone on your opponents side of the field for the remainder of the duel. If you activate any of these effects, this card cannot attack this turn. All Battle Damage involving this card becomes 0.

 

 

[spoiler=Spiral of Shards]449866u.jpg

 

Your opponent gains Life Points equal to Battle Damage and costs subtracted from your Life Point total. You gain Life Points equal to Battle Damage and costs subtracted from your opponents Life Point total. Place a Spell Counter on this card on each Standby Phase. (Max 6) You can remove 2 Spell Counters to search your Deck for "Bottom of the Heart" and add it to your hand. If this card is destroyed while it has 3 Spell Counters on it, you can remove a card in your graveyard from play to return this card to your hand.

 

 

[spoiler=Bottom of the Heart]449866z.jpg

 

The next effect that increases Life Points is tripled. If this card is in your graveyard, remove it from play. While this card is out of play each player gains 1200 Life Points on their Standby Phase. If your opponent has over 30000 Life Points while this card is out of play, they lose the duel. For each additional copy of this card out of play, lower the number the opponent loses at by 5000.

 

 

[spoiler=Fractal Fireworks]449866b.jpg

 

You can activate any of the following effects.

* Draw 2 cards. Your opponent gains 2500 Life Points.

* Discard 2 cards from your hand. Draw 4 cards. Your opponent gains 3500 Life Points.

* Select a monster on your side of the field. Then select any amount of copies from your Deck, the Graveyard, or out of play and bring them to your hand. Your opponent gains 1000 Life Points for each card brought to your hand in this manner.

 

 

I know that I've messed up at least a little of the OCG on these, but its the effect and strategy thats really important here. And thats also possibly because of trying to beat mechanics that don't quite exist into the text with a hammer.

 

*House of Diamond Antenna added

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Not anymore.

 

However, new Spirits have been released in The Duelist Genesis, one of which can be Special Summoned for a cost.

 

This monster can only be Special Summoned by its own effect, or the effects which specifically ignore its summoning conditions.

 

As for the 'proxy' card, its essentially a token with all the effects of this card, you're treated as getting another copy of the card in your hand. And yes, I know that this sort of thing doesn't exist itself in the game.

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Except that it lasts even while she's off the field, and a couple of them do that sort of thing. The ritual(s?) that do it also make the player lose a slot in their hand though. And Fae is about versatility. Nothing she does is too significant but there'll almost always be something useful, like returning that Judgement Dragon to the hand and saying "Hey, you get to normal summon now!" I'll have to come up with some fun traps. Actually, I just came up with one right now.

 

* Eustress Haven added

* Aforementioned "Trap card"; Impedimental Pathos added

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