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Support for seriously old stuff (Energies)


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Energies. Seriously, old, old set. Old, old, old set. I posted this stuff back in October 2009. The idea for these cards goes even further back.

 

Also, Chains of Light monsters are apparently Divine-Beast monsters that revolve around using all the kinds of energy. I really didn't do any Chains of Light cards after the first two monsters. Look like their theme is milling and effect damage...

 

[spoiler=The cards I have posted before]

[spoiler=Volume 0A]

Fire Energy (Based on the Pokémon TCG card)

Quick-Play Spell

Inflict 300 damage to your opponent + 100 for every FIRE monster on the field. You can include up to 9 "Fire Energies" in your Deck.

 

Flamoon

Field Spell

When an "Energy" Spell Card is activated, inflict 600 damage to your opponent. This card can be treated as a Level 10 FIRE monster for the Synchro Summoning of a monster or the activation of a Spell Card. Reduce the Level of all monsters on the field to 0.

 

Para-Cursor

1400/300

Level 3

FIRE Attribute

Dinosaur/Tuner

When this card is Summoned, destroy all Tuner monsters on the field other than this card and add all "Energy" cards in your Graveyard to your hand.

 

Ash Phoenix

1400/0

Level 3

FIRE Attribute

Winged Beast/Tuner

Send this card from your Deck to the Graveyard, remove from play all cards in your Graveyard and discard all cards from your hand. Then, select 1 of these effects.

  • Add 1 of your removed from play cards to your hand, and add all of your removed from play "Energy" cards to your hand.
  • Special Summon this card to your side of the field and increase its ATK by 500. This card cannot be Tributed for a Tribute Summon.

 

Fiery Piercer

1400/1000

Level 3

FIRE Attribute

Fiend/Effect

This card's Attribute is also treated as DARK. When an "Energy" card is activated, increase this card's ATK by 300.

 

Bash Phoenix

2800/1200

Level 10

FIRE Attribute

Winged Beast/Synchro/Effect

1 Tuner monster + 1 or more non-Tuner monsters

When this card was Synchro Summoned with "Ash Phoenix" as one of its Synchro Materials, add all of your removed from play cards to your hand and increase this card's ATK by 300 for each one.

 

Flaming Shadow Zeraturas

2100/800

Level 4

FIRE Attribute

Zombie/Effect

You can discard this card from your hand to add 1 "Flamoon" from your Deck to your hand. If "Flamoon" is not on the field, destroy this card.

 

Flamoon=Milleniumon

2500/3000

Level 10

FIRE Attribute

Fiend/Dragon/Synchro/Effect

This card can attack twice during the same Battle Phase. If "Flamoon" is on the field, once per turn, you can destroy 1 card on the field.

 

[spoiler=Volume 0B]

Drazolkura

1500/800

Level 5

FIRE Attribute

Pyro/Effect

You can Normal Summon or Set this card without Tribute. If so, add 1 "Energy" card from your Deck to your hand and negate the following effect:

  • When this card is Summoned, discard all cards from your hand, and then add to your hand from your Deck FIRE monsters and "Energy" cards until you have the same number of cards in your hand as the number of cards you discarded for this card's effect.

 

The Next Flamoon

Continuous Trap

If this card is destroyed while it is face-down, negate the effect of the card that destroyed this card and remove it from play. At the same time, activate this card. When "Flamoon" is sent to the Graveyard, inflict 1000 damage to your opponent's Life Points. When an "Energy" card or FIRE monster is sent to the Graveyard, inflict 500 damage to your opponent's Life Points for each card sent to the Graveyard. Once per turn, you can add 1 "Flamoon" from your Graveyard to your hand. If you do, you cannot activate it this turn.

 

Pyre Summoning

Equip Spell

Select 1 FIRE monster in your hand and Special Summon it to your side of the field and equip it to this card. When this card is destroyed, destroy the monster equipped to this card. The monster equipped to this card cannot attack or be Tributed for a Tribute Summon except for the Tribute Summon of a FIRE monster. When a "Fire" card is activated, inflict 500 damage to your opponent.

 

Replifire

Continuous Spell

When a "Fire" card is activated, inflict 500 damage to your opponent.

 

Bash Arrows

Equip Spell

Increase the ATK of the monster equipped with this card by 400 points. As long as this card is on the field, cards sent to the Graveyard are removed from play instead. When an "Energy" card is activated, inflict 400 damage to your opponent, and remove the Energy card from play OR send it to the Graveyard ignoring any other effects. When the monster equipped with this card is destroyed, inflict 300 damage to your opponent, and remove this card, the monster equipped with this card, and all cards in your Graveyard from play.

 

 

[spoiler=Volume 0C]

Heatran

2850/2750

Level 9

FIRE Attribute

Pyro/Metal/Effect

When this card is Summoned, you can select 2 "Fire Energies" or "Metal Energies" and add it to your hand. As long as this card is on the field, all cards on the field, including Spells and Traps, are treated as Metal-type monsters during the activation of a Spell Card. When a "Fire" or "Metal" card is Summoned or activated, inflict 100 damage to your opponent for every FIRE or Metal-type monster on the field.

 

Metal Energy

Quick-Play Spell

Inflict 500 damage to your opponent, plus 100 for every Metal-Type monster on your side of the field. You can include up to 9 "Metal Energies" in your Deck.

 

Slugma

1800/1100

Level 4

FIRE Attribute

Pyro/Effect

You can remove from play 1 "Fire Energy" in your Graveyard to increase this card's ATK by 300.

 

Numel

1500/1100

Level 4

FIRE Attribute

Beast/Pyro/Effect

Once per turn, you can add 1 "Fire Energy" from your Deck to your hand.

 

Heatran Lv. X

3600/2600

Level 11

FIRE Attribute

Pyro/Metal/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Heatran" monster.This card gains the effects of the Tributed "Heatran" monster.

 

Destructive Volcano

Field Spell

This card is treated as a Field Spell Card and a Quick-Play Spell Card. When a Spell card or the effect of a FIRE monster is activated, place 1 Spell Counter on this card. You can remove 3 Spell Counters from this card to add all "Fire Energies" or "Metal Energies" in your Graveyard, or 1 "Fire Energy" or "Metal Energy" in your Deck to your hand. If you activate this effect, this card cannot gain any more Spell Counters.

 

Explosion of Nightmare

Quick-Play Spell

Inflict damage to your opponent equal to the amount of Effect Damage you have inflicted this turn by the effect of "Fire Energy" or "Metal Energy". This card's name is treated as "Fire Energy" and "Metal Energy" during a Duel.

 

Western Burn Dragon

1400/100

Level 3

FIRE Attribute

Dragon/Synchro/Tuner

1 Tuner + 1 or more non-Tuner

This card can be Synchro Summoned by sending Synchro Materials from the Deck or hand to the Graveyard. If this card is Synchro Summoned this way, this card cannot be sent to the Graveyard except by battle or by this card's effect, and this card's ATK is reduced by 1300. You can select 1 monster in your Deck and send this card and non-Tuner monsters from your hand or field to the Graveyard to Special Summon thie selected monster.

 

(This card was created WAY before the concept of Accel Synchros was ever thought of.)

 

Premier Ball

Normal Spell

Select 1 "Lv. X" monster in your Deck and add it to your hand.

 

 

[spoiler=Volume 0D]

Flamoon Evacuation

Quick-Play Spell

Activate only while you control a "Flamoon". Send all monsters on the field you own to your hand, and inflict 100 damage for each one. During the End Phase of this turn, return all monsters that were sent to your hand by this cards effect to their original positions, and if "Flamoon" is in your hand, you can activate it.

 

Gamma Fire Energy

Quick-Play Spell

This card's name is treated as "Fire Energy". Inflict 600 damage to your opponent + 200 for every FIRE monster on the field.

 

Sworn to the Elements

Normal Trap

Discard the top 3 cards of your Deck, and draw 1 card for each "Energy" card that was sent to the Graveyard by this card's effect. If 3 "Energy" cards were sent to the Graveyard by this card's effect, draw 5 cards instead.

 

Oil Energy

Quick-Play Spell

Your opponent recovers 200 Life Points. If this card is in the Graveyard and it was activated successfully, when a FIRE monster attacks or when a "Fire" card inflicts damage to your opponent's Life Points, inflict damage equal to half the damage inflicted OR if a FIRE monster was attacking, increase its ATK by half of its original ATK.

 

Falcarial Vulcan

1300/1287

Level 4

FIRE Attribute

Dinosaur/Effect

When an "Energy" card is activated, place 1 Spell Counter on this card. You can remove 3 Spell Counters from this card to draw 1 card OR add 2 "Energy" cards from your Graveyard to your hand.

 

Chains of Light - Pyronexia

2012/2

Level 5

FIRE Attribute

Divine-Beast/Pyro/Effect

When a "Fire Energy" is activated during either players' turn, you can discard the top 3 cards of both player's Decks to Special Summon this card from your hand. When a "Fire Energy" card is activated on either players' turn, you can add 1 "Chains of Light" monster from your Deck to your hand, inflict 500 damage to your opponent, and then randomly discard 2 cards from both players' Decks. Once per turn, you can add 2 cards in your Graveyard to the bottom of your Deck. During the End Phase of your turn, discard cards from the top of your Deck equal to half the cards your opponent removed from his or her Deck on his or her previous turn, and draw 1 card for every "Energy" sent to the Graveyard by this card's effect.

 

[spoiler=Volume 0E]

Water Energy

Quick-Play Spell

Inflict 300 damage to your opponent + 100 for every WATER monster on the field. You can include up to 9 "Water Energies" in your Deck.

 

Chains of Light - Aquaria

2012/2

Level 5

WATER Attribute

Divine-Beast/Aqua/Effect

When a "Water Energy" is activated during either players' turn, you can discard the top 3 cards of both player's Decks to Special Summon this card from your hand. When a "Water Energy" is activated during either players' turn, you can add 1 "Chains of Light" monster from your Graveyard to your hand, inflict 500 damage to your opponent, and then both players look at and select 1 card in their opponent's Deck and send it to the Graveyard. Once per turn, you can add 2 cards in your Graveyard to the top of your Deck. During the End Phase of your turn, discard cards from the top of your Deck equal to half the cards your opponent removed from his or her Deck on his or her previous turn, and discard 1 card from your opponent's hand or the top of his or her Deck for every "Energy" sent to the Graveyard by this card's effect.

 

Manaphy

2100/700

Level 5

WATER Attribute

Aqua/Effect

This card cannot be Normal Summoned or Set. This card can be Special Summoned by removing from play 3 or more "Water Energies" from your Graveyard. Increase this card's ATK for every card removed from play to summon this card times 300 minus 900. Once per turn, you can select 1 Level 4 or lower WATER monster in your Deck and add it to your hand. Once per turn, you can switch the names of 2 monsters on the field. The monsters' names are switched back at the next End Phase.

 

Shellos East Sea

1800/1100

Level 4

WATER Attribute

Aqua/Effect

You can remove from play 1 "Water Energy" in your Graveyard to increase this card's ATK by 300.

 

Aqua Hulcus (may be broken)

1000/1000

Level 3

WATER Atttribute

Aqua/Effect

When this card is Summoned, draw 1 card.

 

Cyber Tower (same here)

1200/500

Level 3

WATER Attribute

Aqua/Machine/Tuner

When this card is Summoned, draw 1 card.

 

Northern Ocean - Arc

Field Spell Card

When an "Energy" Quick-Play Spell Card is activated, inflict 600 damage to your opponent. When you draw 1 card as a result of an effect, if the card drawn is "Water Energy", remove from play 1 "Water Energy" in your Deck to draw 1 card.

 

Aqua Surfer

1000/1000

Level 6

WATER Attribute

Aqua/Effect

This card can be Set in your Spell and Trap card zone. When your opponent declares an attack or targets this card, Special Summon this card to your side of the field. When this card is summoned, select 1 monster your opponent controls and return it to its hand.

 

 

 

 

Volume 1 consist of 2 Flamoon-related anti-Synchro Synchro monsters and the Fighting Energy set, which is anti-meta. Or so I hope.

 

[spoiler=Volume 1]

Anthrac Cursor

3200/3000

Level 9

FIRE Attribute

Dinosaur/Synchro/Effect

1 Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, destroy all Synchro monsters on the field, except this card.

 

Zero Chance Cursor

2700/3000

Level 8

FIRE Attribute

Dinosaur/Synchro/Effect

1 Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, look at your opponent's Extra Deck, and select 2 Synchro monsters there. Those monsters are sent to the Graveyard.

 

Fighting Energy

Quick-Play Spell

Inflict 300 damage to your opponent + 100 for every EARTH monster you control. You can include up to 9 "Fighting Energy" cards in a Deck.

 

Chains of Light - Marshierth

2012/2

Level 5

EARTH Attribute

Divine-Beast/Rock/Effect

When a "Fighting Energy" is activated during either players' turn, you can discard the top 3 cards of both player's Decks to Special Summon this card from your hand. When a "Fighting Energy" is activated during either players' turn, you can add 1 "Chains of Light" monster from your Removed From Play Zone to your hand, inflict 500 damage to your opponent, and then discard the top 3 cards of your opponent's Deck. If your opponent interacts with a card sent to the Graveyard by this effect, remove from play all cards in your opponent's Graveyard. Once per turn, you can add 2 cards in your Graveyard to your Deck, shuffle your Deck, and draw 1 card. During the End Phase of your turn, discard cards from the top of your Deck equal to half the cards your opponent removed from his or her Deck on his or her previous turn, and discard 1 card from your opponent's hand or the top of his or her Deck for every "Energy" sent to the Graveyard by this card's effect.

 

These chains do not connect ot the moon to curse the world. Well, the Flamoon, maybe, but not the normal moon. Say, there was one guy who tried to use chains and the moon for his evil plan. What was the plan? It has disappeared from living memory, which is a fancy way of saying everybody forgot.

 

Terrestrial Fighting Dojo

Field Spell

When an "Energy" Spell Card is activated, inflict 600 damage to your opponent. You can discard 1 "Fighting Energy" to negate the Specìal Summon of a monster, and shuffle the monster about to be Special Summoned into your opponent's Deck.

 

Tyrogue

1500/1500

Level 3

EARTH Attribute

Beast/Effect

You can discard 1 "Fighting Energy" to negate the Summon of a Forbidden, Limited, or Semi-Limited monster and shuffle it back into your opponent's Deck, or negate the activation of the effect of a Forbidden. Limited, or Semi-Limited card and shuffle it back into your opponent's Deck.

 

Hitmonchan

2100/2400

Level 5

EARTH Attribute

Beast/Effect

You can Tribute 1 "Tyrogue" to Special Summon this card from your hand. You can discard 1 "Fighting Energy" to negate the Summon of a Level 5 or higher monster, and shuffle the monster back into your opponent's Deck.

 

Hitmonlee

2400/2100

Level 5

EARTH Attribute

Beast/Effect

You can Tribute 1 "Tyrogue" to Special Summon this card from your hand. You can discard 1 "Fighting Energy" to negate the activation of a Spell or Trap card, and shuffle it back into your opponent's Deck.

 

Hitmontop

2250/2250

Level 5

EARTH Attribute

Beast/Effect

You can tribute 1 "Tyrogue" to Special Summon this card from your hand. Twice per turn, you can remove from play 1 card in your Graveyard to add 1 "Fighting Energy" from your Deck to your hand. If the removed from play card was a "Fighting Energy", then place 1 counter on this card. You can remove 1 counter from this card to negate the activation of an effect that would remove cards from either player's Deck, except by drawing, and shuffle the card with the effect back into yuor opponent's Deck.

 

Geodude

1500/1500

Level 3

EARTH Attribute

Rock/Effect

When this card is Summoned, you can add 1 "Fighting Energy" cards from your Graveyard or Deck to your hand. When a "Fighting Energy" is sent to the Graveyard, inflict 600 damage to your opponent + 200 for every EARTH monster you control, and you can select 1 card your opponent controls and send it back to your opponent's hand.

 

Graveler

2300/2500

Level 5

EARTH Attribute

Rock/Effect

You can Special Summon this card by Tributing 1 "Geodude" you control. When this card is Summoned, you can add 2 "Fighting Energy" cards from your Graveyard or Deck to your hand. During your End Phase, you can add 1 "Fighting Energy" card in your Graveyard to your hand that you activated this turn.

 

Golem

2500/2900

Level 7

EARTH Attribute

Rock/Effect

You can Special Summon this card by Tributing 1 "Graveler" you control. When this card is Summoned, you can add 3 "Fighting Energy" cards from your Graveyard or Deck to your hand. Once per turn, you can add 1 "Fighting Energy" to your hand, inflict 500 damage to your opponent for every EARTH monster you control, and send 1 card your opponent controls back to your opponent's hand.

 

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