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Genetics [Work In Progress]


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OCG may be bad, but I don't care anymore.

 

[spoiler=Monsters (9)]

Genetic Aqua

LIGHT ***

Aqua/Effect

ATK: 1200 DEF: 300

Once per turn you can change this card's Attribute to LIGHT, or WATER. If you do, activate 1 of the following effects: -LIGHT: Special Summon 1 "Genetic" monster from your Hand. -WATER: Reduce the Level of all "Genetic" in your Hand by 1.

 

Genetic Bird

LIGHT ****

Winged Beast/Effect

ATK: 1600 DEF: 1200

Once per turn, you can change this card's Attribute to LIGHT, WIND, or DARK. If you do, activate 1 of the following effects: -LIGHT: If there is a "Genetic" monster in your Hand except "Genetic Bird", Special Summon it. -WIND: Destroy 1 face-down Spell or Trap on the Field. -DARK: Pay 500 Life Points. Destroy 1 monster with 1600 or more ATK on the Field.

 

Genetic Dinosaur

LIGHT *****

Dinosaur/Effect

ATK: 2000 DEF: 1000

Once per turn, you can change this card's Attribute to LIGHT, DARK, or FIRE. If you do, activate 1 of the following effects: -LIGHT: If this is the only "Genetic" monster on your side of the Field, Special Summon 1 Level-4 or lower "Genetic" monster from your Hand. -DARK: If there are no "Genetic" cards on the Field except this card, Destroy 1 card on the Field. FIRE: All FIRE "Genetic" monsters on the Field gain 200 ATK until the End Phase.

 

Genetic Dragon

LIGHT ********

Dragon/Effect

ATK: 2900 DEF: 2100

Once per turn, change this card's Attribute. If you change this card's Attribute, activate 1 of the Following effects: -DARK: Draw 2 cards. If you draw a Level-4 or lower "Genetic" monster, Special Summon it. -LIGHT: "Genetic" monsters are not affected by card effects this turn. -EARTH: Special Summon 1 LIGHT monster in your Hand. -WIND: Destroy cards on the Field equal to the amount of WIND monsters on the Field. -FIRE: Inflict 500 damage to your opponent. -WATER: All WATER monsters gain 100 ATK for each "Genetic" monster you control.

 

Genetic Fiend

LIGHT ****

Fiend/Effect

ATK: 1500 DEF: 1000

Once per turn you can change this card's Attribute to LIGHT, or DARK. If you do, activate 1 of the following effects: -LIGHT: "Genetic" monsters gain 300 ATK until the End Phase. -DARK: If you control 1 DARK "Genetic" monsters other than this card, destroy 1 card on the Field.

 

Genetic Pyro

LIGHT *********

Pyro/Effect

ATK: 3500 DEF: 0

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand by tributing 3 FIRE "Genetic" monsters. Once per turn, you can change the Attribute of this card to LIGHT, or FIRE. If you do activate 1 of the following effects: -LIGHT: During your opponent's turn, draw 2 cards. if you draw a "Genetic" monster, Special Summon it. -FIRE: During your opponents Standby Phase, inflict damage equal to the amount of cards on the Field x200.

 

Genetic Spellcaster

LIGHT **

Spellcaster/Effect

ATK: 1000 DEF: 200

Once per turn you can change this card's Attribute to LIGHT, or WIND. If you do, activate 1 of the following effects: -LIGHT: Pay 400 Lfe Points to Special Summon 1 Level-4 or lower "Genetic" monster from your Hand, except "Genetic Magician". -WIND: Change the Attribute of 1 "Genetic" monster you control.

 

Genetic Thunder

LIGHT *

Thunder/Effect

ATK: 200 DEF: 0

If there are no LGHT cards on the Field except this card, All "Genetic" monsters are also considered LIGHT monsters until the End Phase. All LIGHT "Genetic" monsters gain 300 ATK.

 

Genetic Warrior

LIGHT ****

Warrior/Effect

ATK: 1900 DEF: 0

Once per turn you can change this card's Attribute to LIGHT, WATER, or FIRE. If you do, activate 1 of the following effects: -LIGHT: "Genetic" monsters cannot be targeted by Trap cards during the Battle Phase. -WATER: Reduce the Level of all "Genetic" monsters in your Hand by 1. -FIRE: Inflict damage equal to the amount of FIRE "Genetic" monsters on the Field x300.

 

[spoiler=Spells (2)]

Fire Gene

Spell (Normal)

Until the End Phase, all "Genetic" monsters are also considered FIRE monsters.

 

Genetic World

Spell (Field)

All "Genetic" monsters on the Field are considered to be Light monsters. Once per turn, you can change the Attribtue of 1 "Genetic" monster on the Field.

 

[spoiler=Traps (3)]

Dark Gene

Trap (Normal)

Until the End Phase, all "Genetic" monsters are also considered DARK monsters.

 

Gene Splice

Trap (Continuous)

Declare 1 Attribute. All cards on the Field are also considered the declared Attribute.

 

Genetic Protection

Trap (Normal)

If a "Genetic" monster is selected as an attack target, change it's Attribute to LIGHT until the End Phase to negate the attack.

 

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