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[GiovannyCapone] Some Sonic cards!! cards added!! 24/???


A.Prime

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[spoiler=Monsters]

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This card is also treated as a Warrior-Type monster. Once per turn, you can draw 1 card from your Deck. If it is a Spell Card, you can destroy 1 face-up card on your opponent's side of the field. If it is a Trap Card, you lose 500 Life Points. If it is a Monster Card, you must Special Summon it on the field.

 

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This card is also treated as a Warrior-Type monster. Once per turn, you can discard 1 card from your hand to the Graveyard. When this effect is activated this card cannot be destroyed by battle during your next turn.

 

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This card is also treated as a Warrior-Type monster. As long as this card on the field, face-up position, no Trap Cards can be activated.

 

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This card is also treated as a Spellcaster-Type monster. When this card is destroyed, as battle resault, you can Special Summon 1 DARK Monster from your Deck with 1500 ATK or less.

 

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This card is also treated as a Fairy-Type monster. Once per turn you can select 1 face-up monster on the field and remove it from play for 3 turns.

 

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This card is also treated as a Warrior-Type monster. Once per turn, you must destroy 1 Trap Card on the field. If you cannot you lose 200 Life Points.

 

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This card is also treated as a Warrior-Type monster. Once per turn, you can select 1 Spell or Trap Card in your Graveyard and add it in your Deck. Then the Deck is shuffled.

 

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This card is also treated as a Aqua-Type monster. You can Special Summon this card from your hand. If you do this, you must skip your Battle Phase during this turn.

 

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This card is also treated as a Spellcaster-Type monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned exept by removing from play 3 Level 4 or higher monsters in your Graveyard. Once per turn, you can Special Summon 1 Level 3 or less monster from your hand during your Standby Phace. During your End Phase, the monster you Special Summoned is removing from play.

 

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This card is also treated as a Warrior-Type monster. This card cannot be Special Summoned by a monster's effect. Once per turn, you can return 1 Spell Card from your Graveyard to your Deck and shuffle it. Then draw 1 card. When this effect is used this card cannot declare an attack.

 

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This card is also treated as a Warrior-Type monster. This card cannot be Special Summoned by a monster's effect. When you draw 1 card by a cards effect, this card can attack your opponent directly.

 

 

 

[spoiler=Spell Cards]

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As long as this card remains face-up on the field, all face-up monsters with "Dark" in their name, cannot be effected by Trap Cards. All Beast, Beast-Warrior and Warrior-Type monsters gains 200 ATK and DEF.

 

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Select 1 Level 5 or lower monster in your Graveyard and Special Summon it on your side of the field at face-up Defense Position.

 

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As long as this card remains on the field, all face-up monsters with original LIGHT Attribute gains 400 ATK and DEF.

 

NEW!!

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The monster equiped with this card gains 500 ATK and DEF.

 

 

 

[spoiler=Trap Cards]

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Activate only when your Life Points hit 0. Special Summon 1 Level 6 or higher monster from your Deck. As long as the monster you Summoned remains on the field, you cannot lose the Duel. When The monster is destroyed, you lose the Duel.

 

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Activate when your opponent's decleare an attack. As long as this card remains on the field, your opponent cannot attack you with monsters with 2000 ATK or less.

 

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Activate only when your opponent's end your Battle Phase by the effect of a card. Pay 500 Life Points and discard 1 card ftom your hand to the Graveyard, to repeat the Battle Phase.

 

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Activate only when your opponent's declare an attack. Discard 1 card from your hand to the Graveyard to end your opponent's Battle Phase.

 

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Activate at your or your opponent's Standby Phase. Once per turn, you and your opponent must Special Summon 1 Level 4 or less DARK Monster from your Deck or Graveyard. If cannot Summon a monster, you or your opponent, lose 500 Life Points.

 

NEW!!

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Activate when your opponent's declare an attack. Discard 1 card from your hand to the Graveyard to negate the attack.

 

NEW!!

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Select 1 monster on your side of the field. The selected monster returns to your hand.

 

NEW!!

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You and your opponent must select 1 type of Attribute. As long as this card remains on the field, you cannot declare an attack with other Attribute Monsters.

 

NEW!!

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Activate when a Level 5 or higher monster declare's an attack. Negate the attack. Then your opponent lose Life Points equal the ATK of the attacking monster.

 

 

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First, monsters:

When you say Once per turn, you should specify the Phase (usually Standby, Main for activating an effect)

A sentence like that As long as this card on the field, face-up position, no Trap Cards can be activated. is supposed to say As long as it remains in face-up/face-down Attack/Defense Position (no such thing as "face-up position")

In Burning Blaze: change for 3 turns with something like until Whatever Phase, ie "until your 3rd Standby Phase"

Super Shadow should bite you for 500 health imo, 200 is not a real toll to pay

The pics are ok

For the monsters I can give you 8/10 (going for the Spells and Traps next ;-))

 

For the others

OCG changes

 

Sonic World: As long as this card remains face-up on the field, all face-up monsters with "Dark" in their name, cannot be affected by Trap Cards. All Beast, Beast-Warrior and Warrior-Type monsters on the field gain 200 ATK and DEF.

 

Chamber of Rebirth: Select 1 Level 5 or lower monster in your Graveyard and Special Summon it to your side of the field in face-up Defense Position.

 

Final Blow: Activate only when your Life Points are reduced to 0. Special Summon 1 Level 6 or higher monster from your Deck. As long as that monster remains face-up on the field, you cannot lose the Duel. When this card is destroyed, you lose the Duel.

 

Heavy Metal: When your opponent declares an attack, activate this card. Your opponent's monsters with 2000 ATK and above cannot attack.

 

Nice cards. I have some questions, though

The Field Spell affects all monsters with "Dark" in their name. That should include Dark Necrofear, Dark Blade, Dark Armed Dragon etc, right?

One more thing. I suggest that you create a monster which prevents trap cards on your field to be destroyed. This way, you can summon it with your Final Blow and it will not be easy to destroy.

I give you 9/10 for the Spell/Traps, but know that you should check the OCG twice or even trice before posting ;-)

 

My final rate: 8.5/10 ^_^

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I recently played sonic so I guesse commenting on this won't hurt

 

Evil Hedgehog of darkness has Mephilles pic XD

The pics are really good(For some reason digging Bex)

But "Super Sonic"'s pic is probably the most overused sonic pic there is

No OCG errors

Has a good balance between long and short effects

7.6/10

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