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A Senet Switch-based archtype? how is such a thing possible?


Toffee.

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Float Guardian -WIND-

Lvl4

[Fairy/Effect]

When this face-up attack position card is destroyed, you can add 1 "Float" card from your deck to your hand.

1000ATK / 1400DEF

 

Multi Float -WIND-

Lvl4

[Fairy/Effect]

If this card is moved to an adjacent monster card zone, Special Summon 1 Float Token(WIND/Level4/Fairy/0ATK/0DEF) to your side of the field in face-up defence position.

0ATK / 0DEF

 

Float Dog -WIND-

Lvl4

[Fairy/Effect]

This card cannot be Special Summoned. If this card is destroyed as a result of battle, Special Summon 1 "Float" monster from your hand to your side of the field. During the End Phase of that turn, move the Special Summoned monster to an adjacent monster card zone.

0ATK / 0DEF

 

Float Marco -WIND-

Lvl4

[Fairy/Effect]

Once per turn, If this card is moved to an adjacent monster card zone, you can Special Summon 1 "Float" monster from your Graveyard to your side of the field.

1200ATK / 0DEF

 

Float Heart -WIND-

Lvl4

[Fairy/Effect]

If this card is moved to an adjacent monster card zone, increase your Lifepoints by 200 and inflict 200 damage to your opponent's Lifepoints.

800ATK / 800DEF

 

Float Burst -WIND-

Lvl4

[Fairy/Effect]

If this card is moved to an adjacent monster card zone, you can tribute this card to destroy 1 monster on the field and inflict 500 points of damage to it's controller.

500ATK / 1600DEF

 

Float Happy -WIND-

Lvl4

[Fairy/Effect]

If this card is moved to an adjacent monster card zone, you can tribute this card to draw 2 cards and then discard 1.

1000ATK / 1000DEF

 

Giant-Float - Airship -WIND-

Lvl8

[Fairy/Dark Tuner]

If a monster on the field is moved to an adjacent monster card zone, you can Special Summon this card from your hand. When this card is Special Summoned, inflict 800 points of damage to your opponent's Lifepoints.

1600ATK / 1600DEF

 

Dark Float - Poison Gass -WIND-

Lvl-4

[Fairy/Dark Synchro/Dark Tuner]

1 Non-Tuner - 1 Dark Tuner

If this card battles an opponent's monster, inflict 800 points of damage to your opponent's Lifepoints. If this card is destroyed, you can Remove from play 1 "Float" monster in your Graveyard to Special Summon this card to your side of the field.

1000ATK / 1000DEF

 

Dark Float - Thunder Bulb -WIND-

Lvl-4

[Fairy/Dark Synchro/Effect]

1 Non-Tuner - 1 Dark Tuner

When this card is Dark Synchro Summoned, destroy all cards on the opponent's side of the field that are in the same colum at this card.

1200ATK / 700DEF

 

Dark Float - Spike -WIND-

Lvl-4

[Fairy/Dark Synchro/Effect]

1 Non-Tuner - 1 DARK Tuner

All damage to this card's controller is reduced to 0. This card cannot be destroyed as a result of battle. Any monster that battles with this face-up attack position monster is destroyed after damage calculation. After this card battles, switch control of it to the opponent and inflict 800 points of damage to it's current controller.

0ATK / 0DEF

 

Armored Ghost-Baloon -WIND-

Lvl-8

[Thunder/Dark Synchro/Effect]

1 Dark Synchro Monster - 1 Dark Synchro Tuner monster

The ATK of this card is increased by 500 for each "Float" monster in your Graveyard. Once per turn, during Main Phase 1, you can Remove from play up to 3 "Float" monsters in your Graveyard, and apply the approriate effect depending on the number of Removed monsters:

1: Inflict 1000 points of damage to your opponent's Lifepoints.

2: The opponent discards 1 card.

3: Remove from play all cards on your opponent's side of the field, and you cannot preform your Battle Phase this turn.

2000ATK / 3000DEF

 

Above the Clouds -Field Spell-

Each time a "Float" monster would be destroyed, you can move it to an adjacent monster card zone instead(damage calculation is still applied). If this card would be destroyed by a card effect, while it is in the Field Spell card zone, you can place this card in an open Spell/Trap card zone instead. During the End Phase of a turn in which this card is in a Spell/Trap card zone, Remove 1 "Float" monster in your Graveyard from play to move this card into the Field Spell card zone(any activate Field Spell at that time is destroyed). If you cannot, destroy this card.

 

Float Dodge -Counter Trap-

Select and activate 1 of the following:

•Negate the Activation and effect of a monster card effect. If that monster is still on the field, move that monster to an adjacent monster card zone.

•If a Spell or Trap card targets a "Float" monster, negate the activation and effect of that card and destroy it, then move the targeted monster to an adjacent monster card zone.

 

Reinforced Helium -Spell-

During the End Phase of a turn in which a "Float" monster was moved to an adjacent monster card zone that is next to another "Float" monster, draw 2 cards.

 

Float Shot -Trap-

Activate only if you control 2 attack position "Float" monsters that are adjacent to eachother, and selecting them. Remove from play 1 card on the field, and move the selected "Float" monsters to adjacent monster card zones on the field. You can tribute 1 "Float" monster to return this card to your hand.

 

Detonate -Trap-

If a "Float" monster is destroyed by battle, inflict damage to your opponent's lifepoints equal to the ATK of the destroyed monster. Draw 1 card.

 

Re-Float -Trap-

Remove from play 2 "Float" monsters in your Graveyard. Special Summon 1 "Float" monster from your Graveyard.

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OH GOD! YOU'VE MADE A DARK SYNCHRO TUNER!!! RUN FOR YOUR LIVES!!!!

Exactly my point.

 

Spike is a walking Spirit Barrier

....I forgot to give it the Marshmallon effect. DANG IT!!!

 

Do you plan on making a Dark Accel Synchro?

SHHHHH, DO YOU WANT TO GOVERNMENT TO STEAL MY WATER?

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