ChaosInfinity Posted July 11, 2010 Report Share Posted July 11, 2010 A set based on the Nazi Zombies mode from COD:W@W, one of my favourite games. Sorry all the effects are so long, it's rather difficult to translate a shooter into a card game - but I think I've done a rather good job of it! :D I've got a buttload of cards already made up in text form, I just need to find decent pics for 'em. You may notice most of the quotes are from Nikolai. Can't help it, he's just the awesomest. =P [spoiler=Maps] Night of the Undead "You drove them deep into the heart of the Reich. You thought they were dead. You were wrong." Return all removed from play cards to their respective Graveyards. Cards cannot be removed from play. You may place up to two cards in each of your Spell & Trap Card Zones. All "Zombie Slayer – Nameless Marine" monsters you control are unaffected by your opponent's Spell Cards. The effects of all non-Zombie-type monsters your opponent controls are negated (except "Zombie Slayer" monsters). During each of your Standby Phases, add 1 Round Counter to this card. During each Standby Phase, gain Life Points equal to the number of Zombie-type monsters in your opponent's Graveyard and monsters in your opponent's hand x the number of "Zombie Slayer" monsters you control x 60. If either player controls 3 or more Zombie-type monsters, they may treat their Spell & Trap Card Zones as Monster Card Zones. Asylum (Map Pack 1) "Electroshock therapy. Chemically engineered beverages. Hordes of Undead Nazis. Find the power to unite and send them back to their graves!" Return all removed from play cards to their respective Graveyards. Cards cannot be removed from play. You may place up to two cards in each of your Spell & Trap Card Zones. All "Zombie Slayer – Nameless Marine" monsters you control are unaffected by your opponent's Spell Cards. The effects of all non-Zombie-type monsters your opponent controls are negated (except "Zombie Slayer" monsters). During each of your Standby Phases, add 1 Round Counter to this card. During each Standby Phase, gain Life Points equal to the number of Zombie-type monsters in your opponent's Graveyard and monsters in your opponent's hand x the number of "Zombie Slayer" monsters you control x 60. If either player controls 3 or more Zombie-type monsters, they may treat their Spell & Trap Card Zones as Monster Card Zones. Swamp (Map Pack 2) "Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives!" Return all removed from play cards to their respective Graveyards. Cards cannot be removed from play. You may place up to two cards in each of your Spell & Trap Card Zones. All "Zombie Slayer – Tank Dempsey", "Zombie Slayer – Nikolai Belinski", "Zombie Slayer – Takeo Masaki" and "Zombie Slayer – Doctor Richtofen" you control are unaffected by your opponent's Spell Cards. The effects of all non-Zombie-type monsters your opponent controls are negated (except "Zombie Slayer" monsters). During each of your Standby Phases, add 1 Round Counter to this card. During each Standby Phase, gain Life Points equal to the number of Zombie-type monsters in your opponent's Graveyard and monsters in your opponent's hand x the number of "Zombie Slayer" monsters you control x 60. If either player controls 3 or more Zombie-type monsters, they may treat their Spell & Trap Card Zones as Monster Card Zones. Factory (Map Pack 3) "The Giant is rising. Face the might of the Nazi Zombies in their heartland. This is where it all began. This is where the master plan took shape. Is this where it all ends?" Return all removed from play cards to their respective Graveyards. Cards cannot be removed from play. You may place up to two cards in each of your Spell & Trap Card Zones. All "Zombie Slayer – Tank Dempsey", "Zombie Slayer – Nikolai Belinski", "Zombie Slayer – Takeo Masaki" and "Zombie Slayer – Doctor Richtofen" you control are unaffected by your opponent's Spell Cards. The effects of all non-Zombie-type monsters your opponent controls are negated (except "Zombie Slayer" monsters). During each of your Standby Phases, add 1 Round Counter to this card. During each Standby Phase, gain Life Points equal to the number of Zombie-type monsters in your opponent's Graveyard and monsters in your opponent's hand x the number of "Zombie Slayer" monsters you control x 60. If either player controls 3 or more Zombie-type monsters, they may treat their Spell & Trap Card Zones as Monster Card Zones. [spoiler=Characters] All the characters have the same effect, except three of the named characters are a different Attribute. When this monster is summoned, place 2 Life Counters on it (max. 2). Add 1 Life Counter to this card during each Standby Phase. If this monster would be destroyed in battle, remove a Life Counter instead. If this monster has no Life Counters on it, destroy it. This monster gains 200 ATK for every "Zombie Slayer" monster on the field. This monster cannot be destroyed in battle during your Battle Phase. You take no Battle Damage when attacking with this monster. Reduce the ATK and DEF of a monster that battles with this card by 150 after damage calculation (apply this effect only if you are not using an additional attack granted by a "Slayer's Weapon" card). Increase your Life Points by 10 when this card battles. When this card destroys a monster in battle, gain 130 Life Points and roll a six-sided die once. If the result is 6, pick up cards from your Deck until you pick up a "Zombies Pickup" card. Add that card to your hand, then return all other picked up cards to your Deck and shuffle it. Nameless Marines (Nacht Der Untoten and Verruckt) Generic marines... they're all the same. "Go to hell and stay there!" "I'm gonna put them back in the ground!" "This is my boomstick!" "You feeling lucky, zombies?" Tank Dempsey "News just in - Dempsey is a f***in' badass!" This monster's Attribute is treated as FIRE. Nikolai Belinski "I'm fast. I'm deadly! ...I'm drunk." Takeo Masaki "I blow you away like a mighty wind!" This monster's Attribute is treated as WIND. Doctor Edward Richtofen "I am your master!" This monster's Attribute is treated as DARK. Pictures for Tank, Nikolai, Takeo and Richtofen were done by Haloshot. I didn't really like his Dempsey one, but I could only find two complete sets of the characters in the same style, and his was the better of the two. You may be wondering why I gave some of them the wrong Attributes, including a Divine one. Those who have played Shi No Numa or Der Riese online will know why. ;) [spoiler=Zombies] Nacht Der Untoten zombies "Get-back in-the grave!" "I'm killing them, you're killing them... Even f***ing Doc is killing them! Takeo?" When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Nacht Der Untoten" is not on the field). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. You may Special Summon this card from your hand if you have not Special Summoned a monster this turn. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Nikolai, you offer yourself as bait?" If "Nacht Der Untoten" with at least 10 Round Counters on it is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Nacht Der Untoten" is not on the field). This monster can attack twice in the same Battle Phase. This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Now we're both legless!" If "Nacht Der Untoten" on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 50 for each Round Counter on the field (max. 1000 if "Nacht Der Untoten" is not on the field). When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. Verruckt zombies "You vill not feed!" "I'm not your C-rations!" When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Zombie Verruckt" is not on the field). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. You may Special Summon this card from your hand if you have not Special Summoned a monster this turn. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Sounds like Takeo s*** his pants again!" If "Zombie Verruckt" with at least 10 Round Counters on it is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Zombie Verruckt" is not on the field). This monster can attack twice in the same Battle Phase. This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "All you have done Nikolai, is make him angry!... And shorter."If "Zombie Verruckt" on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 50 for each Round Counter on the field (max. 1000 if "Zombie Verruckt" is not on the field). When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. Shi No Numa zombies "You die for your disrespect!" "I told you I wasn't on the menu!" When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Shi No Numa" is not on the field). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. You may Special Summon this card from your hand if you have not Special Summoned a monster this turn. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "I am not shcared, but I could use some help." If "Shi No Numa" with at least 10 Round Counters on it is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Shi No Numa" is not on the field). This monster can attack twice in the same Battle Phase. This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "You are fool, Nikolai. Now we must all face angry stump demon!"If "Shi No Numa" on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 50 for each Round Counter on the field (max. 1000 if "Shi No Numa" is not on the field). When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Those don't sound like freakbags..." If "Shi No Numa" is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK by 50 for each Round Counter on the field (max. 1200). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 4, 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Load up, the beasts come for us!" If "Shi No Numa" is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK by 50 for each Round Counter on the field (max. 1200). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. If this card is destroyed by an opponent's effect or attack, inflict 100 damage to your opponent. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 4, 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. Der Riese zombies "Shtumpy vas rude to ze Doctor. Shtumpy paid ze price." "I think I may have hit something...!" When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Der Riese" is not on the field). This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. You may Special Summon this card from your hand if you have not Special Summoned a monster this turn. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "They're swarming, look out!" If "Der Riese" with at least 10 Round Counters on it is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 100 for each Round Counter on the field (max. 1000 if "Der Riese" is not on the field). This monster can attack twice in the same Battle Phase. This monster must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Oh, I made a little pet. I'm going to take him for a walk for about five minutes while the rest of you dick around." If "Der Riese" on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK and DEF by 50 for each Round Counter on the field (max. 1000 if "Der Riese" is not on the field). When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Fetch me their souls!" If "Der Riese" is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK by 50 for each Round Counter on the field (max. 1450) and place it in Defense Position. If this monster is attacked, after damage calculation change it to Attack Position. If this monster is in Attack Position at the start of the Battle Phase, it must attack each turn if able. If it does not, destroy it and take 500 damage. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 4, 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "Fluffy? Is that you?" If "Der Riese" is on the field, you may Special Summon this card from your hand. When this monster is summoned, increase its ATK by 50 for each Round Counter on the field (max. 1450) and place it in Defense Position. If this monster is attacked, after damage calculation change it to Attack Position. If this monster is in Attack Position at the start of the Battle Phase, it must attack each turn if able. If it does not, destroy it and take 500 damage. If this card is destroyed by an opponent's effect or attack, inflict 100 damage to your opponent. When you declare an attack with this card targeting a "Zombie Slayer" monster, roll a six-sided die. If the result is not 4, 5 or 6, negate the attack. If this card is in your Graveyard during the End Phase, you may pay 100 Life Points to add it to your hand. "NO TREAT FOR YOU!" This card cannot be destroyed by the effects of Trap Cards, and is unaffected by the effects of Field Spell Cards. This monster cannot attack or be attacked. Once per turn, you may search your Deck for a "Nazi Zombie", "Imperial Zombie" or "Hellhound" monster and Special Summon it. If your opponent activates "Der Riese Teleporter", after it resolves look at your opponent's hand and destroy a "Zombies Pickup" card in it, then Special Summon a "Hellhound" monster from your hand or Deck. Once per turn, if your opponent activates the effect of "Mystery Box", look at the picked up "Slayer's Weapon" card. You may then return it to your opponent's Deck and shuffle it; your opponent then activates the effect of "Mystery Box" again at no cost. Pic for Samantha drawn by ManiakMonkey. [spoiler=Weapons] "Ha ha, you make funny joke..." If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. If this card is picked up by the effect of "Mystery Box", gain 950 Life Points. Then, shuffle this card and "Mystery Box" back into your Deck and draw a card. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Why do you always get the good stuff and I get the Colt?" When you activate this card, put 9 Ammo Counters on it (max. 9). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 60 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 70. If not, reduce the ATK and DEF of the attacked monster by 20. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 7, the ATK increase caused by this card's effect becomes 3600, the ATK and DEF of an attacked monster are reduced by an additional 1180, and when the equipped monster targets a monster with one of the additional attacks gained by this card's effect, the ATK and DEF of all other monsters your opponent controls is reduced by 70. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "The wild, wild east." If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 8 Ammo Counters on it (max. 8 ). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 2000 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 1500. If not, reduce the ATK and DEF of the attacked monster by 1000. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the ATK and DEF of an attacked monster are reduced by an additional 1500 (for a Heads coin result). If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Lead is gonna fly, and heads are gonna roll!" Pay 1200 Life Points. When you activate this card, put 16 Ammo Counters on it (max. 16). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 360 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 480. If not, reduce the ATK and DEF of the attacked monster by 120. Once per turn, you may pay 600 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 18, the number of additional attacks gained by this card's effect becomes 4, the ATK increase caused by this card's effect becomes 800, the ATK and DEF of an attacked monster are reduced by an additional 520 (for a Heads coin result) or 80 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "So much lead, for ze dead! Ahah! I'm a poet, and I didn't know it." Pay 1000 Life Points. When you activate this card, put 17 Ammo Counters on it (max. 17). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 300 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 400. If not, reduce the ATK and DEF of the attacked monster by 100. Once per turn, you may pay 500 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 18, the ATK increase caused by this card's effect becomes 600, the ATK and DEF of an attacked monster are reduced by an additional 600 (for a Heads coin result) or 100 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Small weapon. Veeery dangerous. Just lrike me."Pay 1000 Life Points. When you activate this card, put 14 Ammo Counters on it (max. 14). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 300 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 400. If not, reduce the ATK and DEF of the attacked monster by 100. Once per turn, you may pay 500 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 19, the number of additional attacks gained by this card's effect becomes 4, the ATK increase caused by this card's effect becomes 800, the ATK and DEF of an attacked monster are reduced by an additional 700 (for a Heads coin result) or 100 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "This... Soviet... is... compleeete..."If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 20 Ammo Counters on it (max. 20). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 400 and it can attack 4 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 400. If not, reduce the ATK and DEF of the attacked monster by 100. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 24, the number of additional attacks gained by this card's effect becomes 5, the ATK increase caused by this card's effect becomes 750, and the ATK and DEF of an attacked monster are reduced by an additional 200 (for a Heads coin result) or 50 (for other results). If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Oh, such a classic weapon."Pay 600 Life Points. When you activate this card, put 10 Ammo Counters on it (max. 10). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 180 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 240. If not, reduce the ATK and DEF of the attacked monster by 90. Once per turn, you may pay 300 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 13, the ATK increase caused by this card's effect becomes 400, the ATK and DEF of an attacked monster are reduced by an additional 1000 (for a Heads coin result) or 110 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "American veapon... Vhy must they end zhe torture so quickly?"Pay 600 Life Points. When you activate this card, put 10 Ammo Counters on it (max. 10). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 210 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 320. If not, reduce the ATK and DEF of the attacked monster by 110. Once per turn, you may pay 300 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the ATK increase caused by this card's effect becomes 400, the ATK and DEF of an attacked monster are reduced by an additional 1000 (for a Heads coin result) or 90 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Their death will be quick and violent."If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 10 Ammo Counters on it (max. 10) and add "Slayer's Weapon - Rifle Grenade" from your Deck to your hand. During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 210 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 320. If not, reduce the ATK and DEF of the attacked monster by 110. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the ATK increase caused by this card's effect becomes 400, and the ATK and DEF of an attacked monster are reduced by an additional 1000 (for a Heads coin result) or 90 (for other results). If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "So many body parts... I'M IN HEAVEN!"If this card is added to your hand by the effect of "Mystery Box", activate the effect of "Mystery Box" again at no cost. Equip only to a monster equipped with "Slayer's Weapon - Gewehr 43", "Slayer's Weapon - M1 Garand w/Launcher", "Slayer's Weapon - Springfield", "Slayer's Weapon - Arisaka" or "Slayer's Weapon - Kar98k". When you activate this card, put 4 Ammo Counters on it (max. 4). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 600 and it can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 600 and the ATK and DEF of all other monsters your opponent controls by 80. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 5, the ATK increase caused by this card's effect becomes 1200, and the ATK and DEF of an attacked monster are reduced by an additional 600. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "This will hurt like syphilis. Believe me, I know."Pay 1200 Life Points. When you activate this card, put 15 Ammo Counters on it (max. 15). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 300 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 400. If not, reduce the ATK and DEF of the attacked monster by 100. Once per turn, you may pay 600 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 20, the ATK increase caused by this card's effect becomes 450, the ATK and DEF of an attacked monster are reduced by an additional 350 (for a Heads coin result) or 50 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Without heads, their tyranny will cease."Pay 600 Life Points. When you activate this card, put 11 Ammo Counters on it (max. 11). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 240 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 320. If not, reduce the ATK and DEF of the attacked monster by 120. Once per turn, you may pay 300 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 13, the number of additional attacks gained by this card's effect becomes 3, the ATK increase caused by this card's effect becomes 600, the ATK and DEF of an attacked monster are reduced by an additional 880 (for a Heads coin result) or 80 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "ED WANTS YOUR HEAD!"Pay 200 Life Points. When you activate this card, put 6 Ammo Counters on it (max. 6). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 100 and it can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 350. If both are Tails, reduce the ATK and DEF of the attacked monster by 400. If neither, reduce the ATK and DEF of the attacked monster by 180. Once per turn, you may pay 100 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 8, the ATK increase caused by this card's effect becomes 200, the ATK and DEF of an attacked monster are reduced by an additional 1650 (for a Heads coin result) or 1020 (for one Heads and one Tails), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Same weapon I used to kill my second wife. It was accident!...She talked too much."If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 7 Ammo Counters on it (max. 7). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 1000 and it can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, destroy the attacked monster. If both are Tails, reduce the ATK and DEF of the attacked monster by 5000. If neither, reduce the ATK and DEF of the attacked monster by 2250. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 8 and the ATK and DEF of an attacked monster are reduced by an additional 750 (for a one Heads and one Tails coin result). If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "This is gonna put their guts on the outside!"Pay 1500 Life Points. When you activate this card, put 7 Ammo Counters on it (max. 7). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 1440 and it can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 1080 and the ATK and DEF of any adjacent monsters your opponent controls by 180. Once per turn, you may pay 750 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 8, the ATK increase caused by this card's effect becomes 2400, the ATK and DEF of an attacked monster are reduced by an additional 720 and that of adjacent monsters by an additional 120, and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Ah, same weapon I used to kill my first wife. She was b****!"Pay 1200 Life Points. When you activate this card, put 6 Ammo Counters on it (max. 6). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 1600 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use one of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 1200 and the ATK and DEF of any adjacent monsters your opponent controls by 200. Once per turn, you may pay 600 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the ATK increase caused by this card's effect becomes 3200, the ATK and DEF of an attacked monster are reduced by an additional 1200 and that of adjacent monsters by an additional 200, and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Death is inevitable. Like hangover."Pay 1200 Life Points. When you activate this card, put 6 Ammo Counters on it (max. 6). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 1800 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use one of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 1350 and the ATK and DEF of any adjacent monsters your opponent controls by 230. Once per turn, you may pay 600 Life Points to add as many Ammo Counters as possible to this card. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "The perfect weapon for the perfect soldier!"Pay 1800 Life Points. When you activate this card, put 12 Ammo Counters on it (max. 12). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 200 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 270. If both are Tails, reduce the ATK and DEF of the attacked monster by 100. If neither, reduce the ATK and DEF of the attacked monster by 200. Once per turn, you may pay 900 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 15, the number of additional attacks gained by this card's effect becomes 3, the ATK increase caused by this card's effect becomes 600, the ATK and DEF of an attacked monster are reduced by an additional 330 (for a Heads coin result), 100 (for a Tails result) or 200 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Time to rip s*** up!"If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 22 Ammo Counters on it (max. 22). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 520 and it can attack 4 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 390. If not, reduce the ATK and DEF of the attacked monster by 130. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 25, the number of additional attacks gained by this card's effect becomes 5, the ATK increase caused by this card's effect becomes 650, and the ATK and DEF of an attacked monster are reduced by an additional 70 (for a Heads coin result). If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "A gun you can fire drunk!"Pay 1500 Life Points. When you activate this card, put 17 Ammo Counters on it (max. 17). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 400 and it can attack 4 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 270. If both are Tails, reduce the ATK and DEF of the attacked monster by 100. If neither, reduce the ATK and DEF of the attacked monster by 200. Once per turn, you may pay 750 Life Points to add as many Ammo Counters as possible to this card. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 20, the ATK increase caused by this card's effect becomes 440, the ATK and DEF of an attacked monster are reduced by an additional 60 (for a Heads coin result), 10 (for a Tails result) or 20 (for other results), and the cost to add Ammo Counters to this card becomes 4500. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Heavy weaponry... a real man's toy."If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 22 Ammo Counters on it (max. 22). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 390 and it can attack 3 additional times per turn. The equipped monster cannot attack directly the turn you use any of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and toss two coins. If both results are Heads, reduce the ATK and DEF of the attacked monster by 390. If not, reduce the ATK and DEF of the attacked monster by 130. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 25. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "I got two words for you: ka-fuckin'-boom, freak bags!"If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 4 Ammo Counters on it (max. 4). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 600 and it can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 600 and the ATK and DEF of all other monsters your opponent controls by 80. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 5, the ATK increase caused by this card's effect becomes 1200, and the ATK and DEF of an attacked monster are reduced by an additional 600. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "What in Stalin's name is this?!"If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 13 Ammo Counters on it (max. 13). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster's ATK is increased by 3000 and it can attack 2 additional times per turn. The equipped monster cannot attack directly the turn you use one of these additional attacks. When you use one of these additional attacks, remove 1 Ammo Counter from this card and reduce the ATK and DEF of the attacked monster by 1500 and the ATK and DEF of any adjacent monsters your opponent controls by 300. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 17, the ATK increase caused by this card's effect becomes 4000, and the ATK and DEF of an attacked monster are reduced by an additional 500. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "L'eggo my Wonder Waffle!" If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 3 Ammo Counters on it (max. 3). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. While there are any Ammo Counters on this card, the equipped monster can attack an additional time per turn. The equipped monster cannot attack directly the turn you use this additional attack. When you use this additional attack, remove 1 Ammo Counter from this card and destroy all Zombie-type monsters your opponent controls. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Ammo Counters on this card becomes 6. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Vatch! Vatch the beautiful fire!!" If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 4 Burn Counters on it (max. 4). During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. Add 1 Burn Counter to this card during each of your Draw Phases. During your Battle Phase, you may move any number of Burn Counters from this card to monsters your opponent controls. Monsters with Burn Counters lose 100 ATK and DEF for each Burn Counter on them during each End Phase. If at any time you control "Pack-A-Punch", for as long as this card remains on the field the maximum number of Burn Counters on this card becomes 8, and a Burn Counter is added to this card during each of your opponent's Draw Phases. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Ka-f***in'-boom, freakbags!" Pay 250 Life Points. Put 4 Ammo Counters on this card (max. 4). Add 2 Ammo Counters to this card during each of your Standby Phases. You may remove 1 Ammo Counter from this card in order to decrease the ATK and DEF of a monster on the field by 300. If a monster's ATK or DEF is reduced to 0 by this effect, destroy it. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "There were better weapons on my pig farm!" Once per turn, you may remove 1 Ammo Counter from this card in order to decrease the ATK and DEF of 1 Zombie-type monster your opponent controls by 600. If you activate "Slayer's Weapon – Monkey Bomb", shuffle this card back into your Deck. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Monkey, I choose you!" If this card is drawn or added to your hand other than by the effect of "Mystery Box", shuffle it back into your Deck and draw a card. When you activate this card, put 3 Ammo Counters on it (max. 3). Once per turn, you may remove 1 Ammo Counter from this card. If you do so, Zombie-type monsters your opponent controls cannot attack during your opponent's next turn. If you removed an Ammo Counter from this card, randomly destroy one of your opponent's monsters during their next End Phase, and decrease the ATK and DEF of all monsters your opponent controls by 450. If you activate "Slayer's Weapon – Molotov", shuffle this card back into your Deck. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "This should hold them back for a while! Hahahahaha!" When this card is activated, pay 1000 Life Points and place 2 Ammo Counters on it (max. 2). Add 2 Ammo Counters to this card during each of your Standby Phases if you control a "Zombie Slayer" monster. When an opponent's monster attacks, remove 1 Ammo Counter from this card and destroy the attacking monster. If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. "Excuse me, I have an apple to peel. UN ADAM'S APPLE!" Pay 3000 Life Points. All "Zombie Slayer" monsters you control gain 1000 ATK and DEF and may attack an additional time per turn. The effects of any equipped "Slayer's Weapon" cards are not applied to this additional attack. If this card is in your Graveyard during the End Phase, and "Der Riese" is on the field, add this card to your hand. [spoiler=Pickups]"Ka-boom."If this card was drawn or added to your hand other than by the effect of a "Zombie Slayer" monster or "Der Riese Teleporter", shuffle it back into your Deck and draw a card. Destroy all Zombie-type monsters your opponent controls. Gain 400 Life Points for each "Zombie Slayer" monster you control. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Carpenter..."If this card is drawn or added to your hand other than by the effect of a "Zombie Slayer" monster or "Der Riese Teleporter", shuffle it back into your Deck and draw a card. Gain 200 Life Points for each "Zombie Slayer" monster you control. For their next two turns, your opponent cannot declare an attack. If this card is in your Graveyard during the End Phase, shuffle this card into your Deck. "Max Ammo!"If this card is drawn or added to your hand other than by the effect of a "Zombie Slayer" monster or "Der Riese Teleporter", shuffle it back into your Deck and draw a card. Add as many Ammo Counters as possible to all cards on the field that can have Ammo Counters. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "INSTA-KILL!"If this card is drawn or added to your hand other than by the effect of a "Zombie Slayer" monster or "Der Riese Teleporter", shuffle it back into your Deck and draw a card. If a "Zombie Slayer" monster attacks an opponent's monster, destroy the opponent's monster before applying damage calculation and gain 110 Life Points. This effect lasts until your 3rd End Phase after activation. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. "Double Points!"If this card is drawn or added to your hand other than by the effect of a "Zombie Slayer" monster or "Der Riese Teleporter", shuffle it back into your Deck and draw a card. Whenever you gain Life Points, the amount of Life Points you gain is doubled. This effect lasts until your 3rd End Phase after activation. If this card is in your Graveyard during the End Phase, shuffle it into your Deck. [spoiler=Perks] "Ugh... Zis is worst wotka I ever taste! Egh!" Pay 2500 Life Points. The maximum number of Life Counters on all "Zombie Slayer" monsters you control is increased to 4. Add as many Life Counters as possible to all "Zombie Slayer" monsters you control. If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. When this card is drawn or added to your hand, gain 25 Life Points. "What in the world is a Root Beer Shelf?" Pay 2000 Life Points. For as long as they remain on the field, the number of additional attacks per turn that "Zombie Slayer" monsters you control gain from the effect of "Slayer's Weapon" cards is doubled. If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. When this card is drawn or added to your hand, gain 25 Life Points. "Maybe with Speed I have time for drink between kills, yeh?" Pay 3000 Life Points. For as long as they remain on the field, all "Zombie Slayer" monsters you control gain the following effect: "The effects of all "Slayer's Weapon" cards equipped to this monster cannot be negated." If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. If this card is in your hand, double the amount of Life Points you gain from the effect of "Zombie Verruckt", "Shi No Numa", and "Der Riese". When this card is drawn or added to your hand, gain 25 Life Points. "Zis flavour, brings smile to my face." Pay 1500 Life Points. For as long as they remain on the field, all "Zombie Slayer" monsters you control gain the following effect: "You may negate this monster's effects (and the effects of any equipped "Slayer's Weapon" cards) until the End Phase in order to Special Summon a "Zombie Slayer" monster from your Graveyard." If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. When this card is drawn or added to your hand, gain 25 Life Points. [spoiler=Utilities] "Perhaps the box, does not exist at all..." Once per turn, you may pay 950 Life Points to pick up cards from your Deck until you pick up a "Slayer's Weapon" card. If possible, equip the card to a "Zombie Slayer" monster you control, ignoring any costs to do so. If the picked up card cannot be equipped, add it to your hand instead. Shuffle the other picked up cards back into your Deck. If this card is in your Graveyard during the End Phase, add it to your hand or shuffle it into your Deck. "Pack-A-Punch? Oh my god... I think it makes wotka!" Pay 5000 Life Points. At any time, you may add as many Ammo Counters as possible to a "Slayer's Weapon" Equip Spell Card you control if you have not already used this effect on the selected card. If this card is in your Graveyard during the End Phase, and "Der Riese" is on the field, add this card to your hand. "Time to take breather!" Pay 1000 Life Points. Whenever a monster your opponent controls attacks, destroy it before applying damage calculation. Destroy this card during your opponent's 2nd End Phase after activation. If this card is in your Graveyard during your End Phase, and "Zombie Verruckt", "Shi No Numa" or "Der Riese" is on the field, add this card to your hand. "Look at all the flesh flyin'!" Pay 750 Life Points. Whenever a monster attacks, destroy it before applying damage calculation. Destroy this card during your opponent's 3rd End Phase after activation. If this card is in your Graveyard during your End Phase, and "Shi No Numa" is on the field, add this card to your hand. "Sliding is so much fun!" When a "Zombie Slayer" monster you control is targeted by an effect or attack, you may pay 1500 Life Points to negate the effect or attack, destroy the targeting card and end the current Phase. "Nazi Zombie", "Imperial Zombie" and "Hellhound" monsters your opponent controls are treated as if they attacked the turn you activate this effect. If this card is in your Graveyard during your End Phase, and "Shi No Numa" is on the field, add this card to your hand. "Balls, check. Vodka, check. I'm good!" This card can only be activated when a "Zombie Slayer" monster you control is targeted by an effect or attack. Pay 1500 Life Points. Negate the effect or attack, and destroy all Attack Position monsters your opponent controls. Pick up cards from your Deck until you pick up a "Zombies Pickup" card. Add that card to your hand, then return all other picked up cards to your Deck and shuffle it. If this card is in your Graveyard during your End Phase, and "Der Riese" is on the field, add this card to your hand. [spoiler=Miscellaneous] "Don't make me fight with broken wotka bottle!" Put 4 Life Counters on this card. Once per turn, you may move 1 Life Counter from this card to a "Zombie Slayer - Nikolai Belinski" on the field (ignoring the maximum number that may be placed on it). The selected monster cannot attack the turn this effect is activated, unless you have "Speed Cola" in your hand. If this card has no Life Counters on it, destroy it. When this card is destroyed, increase the ATK of 1 "Zombie Slayer - Nikolai Belinski" on the field by 1000 until the End Phase. "It is a good day to diiie!"Equip only to "Zombie Slayer - Takeo Masaki". When this card is activated, return all "Slayer's Weapon" cards equipped to the equipped monster to the owner's hand. If there are any "Slayer's Weapon" cards equipped to the equipped monster, this card's effects are negated. The equipped monster's effects are negated. The equipped monster cannot be destroyed in battle, and it may attack up to 3 times per turn. Increase the equipped monster's ATK and DEF by 800. When the equipped monster destroys an opponent's monster in battle, increase the equipped monster's ATK by 100. When the equipped monster battles, decrease the ATK and DEF of the monster it battled by 200 after applying damage calculation. When this card is destroyed, inflict 500 damage to your Life Points. "I long to bathe naked... IN YOUR BLOOD!"When you pick up or draw a "Slayer's Weapon – Teddy Bear", negate its effects and equip it to a "Zombie Slayer – Doctor Richtofen" on the field as an Equip Card with the following effect: "During each Standby Phase, if the equipped monster has any other "Slayer's Weapon" cards equipped to it, negate their effects until the End Phase. Once per turn, you may pay 500 Life Points. No monsters on the field may attack until the 2nd End Phase after this effect's activation." Once per turn, if there is a "Zombie Slayer – Doctor Richtofen" and a "Slayer's Weapon – Monkey Bomb" on the field, you may increase your Life Points by 500. The selected "Zombie Slayer – Doctor Richtofen" cannot attack the turn this effect is activated. While you control a "Zombie Slayer – Doctor Richtofen" and there is a Zombie-type monster with "Crawler" in its name on the field, your opponent cannot Special Summon Zombie-type monsters. "This rock... is not of this plrace." Once per turn, you may pay 100 Life Points to Special Summon a Zombie-type monster from your Deck and increase its ATK by 400. At any time, you may add as many Ammo Counters as possible to "Slayer's Weapon - Wunderwaffe DG-2" on the field. You do not have to pay Life Points to activate "Der Riese Teleporter". Destroy this card during your 3rd End Phase after activation. "I want to play a game... Let's play Hide and Seek!" Activate only if you control "Pack-A-Punch". Whenever you pick up or draw "Slayer's Weapon - Teddy Bear", "Bowie Knife", "Juggernog", "Slayer's Weapon - Colt M1911", "Slayer's Weapon - Monkey Bomb", "Slayer's Weapon - Stielhandgranate" or "Slayer's Weapon - Molotov Cocktail", show it to your opponent to add one Henge Counter to this card. You may remove 3 Henge Counters from this card to search your Deck for a "Zombies Pickup" card and activate it immediately. Picture for Nikolai's Vodka and Takeo's Katana by mattbyles.Picture for Richtofen's Unhealthy Obsession by YamiMiyuki-san. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 12, 2010 Author Report Share Posted July 12, 2010 Added some more zombies. Link to comment Share on other sites More sharing options...
NeXodus Posted July 12, 2010 Report Share Posted July 12, 2010 Little known fact, Takeo, when he was little, used to cut off the tails of cats with his katana. (I READ HIS BIO) They're ok. Nootzi Zoombies just doesn't seem like the thing that should be turned to the TCG side. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 12, 2010 Author Report Share Posted July 12, 2010 Well it's a bit late for that now. I've already put quite a bit of work into them, especially the ones you haven't seen yet.And there are just about no good pics anywhere, so I have to screencap the trailers myself... <_< Finished up the zombies. Weapons coming next. Link to comment Share on other sites More sharing options...
NeXodus Posted July 12, 2010 Report Share Posted July 12, 2010 Well it's a bit late for that now. I've already put quite a bit of work into them' date=' especially the ones you haven't seen yet.And there are just about no good pics anywhere, so I have to screencap the trailers myself... <_< Finished up the zombies. [b']Weapons coming next.[/b] Are they going to be monsters or spell/trap cards? Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 16, 2010 Author Report Share Posted July 16, 2010 Well seeing that the very nature of Equip Cards are to be used as weapons, I thought that the obvious choice. Added the perks, some weapons and some utilities. I'll do the pickups as soon as I have decent pics for them - anyone able to help me with that? >_< Link to comment Share on other sites More sharing options...
Sai Pyke Posted July 16, 2010 Report Share Posted July 16, 2010 I love this idea. The effects you gave the cards really do fit as best as they can for what the weapon/item/perk does in the actual game. Props for making so many cards, and such long effects. XD Link to comment Share on other sites More sharing options...
BrenTenkage Posted July 16, 2010 Report Share Posted July 16, 2010 Ok Seriously Badass...I play Nazi Zombies and the effects and cards match each other, well done, well done Link to comment Share on other sites More sharing options...
Skirts Posted July 16, 2010 Report Share Posted July 16, 2010 10/10. I agree with Sai Pyke and Tenkage. I disagree with corezero678, this is a great idea, utilized it perfectly. OCG looks fine to me, and you should make a starter deck for these. If you need help with that. PM me, and I could make you a starter deck picture for this set if you follow up on my idea. Once again, great job, perfect 10/10. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 17, 2010 Author Report Share Posted July 17, 2010 What do you mean, a starter deck? I s'pose you could actually get two decks out of this; one for the players and one for the zombies. But I'd have to make a lot more support for the zombies for that... =/ Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 17, 2010 Author Report Share Posted July 17, 2010 Added Samantha and the Teleporter. Link to comment Share on other sites More sharing options...
qw12as34 Posted July 17, 2010 Report Share Posted July 17, 2010 LOl, I got this game on my Iphone. On my Iphone its called COD:World at War Zombies. I didnt bother reading them. Wasted 4 mins of my life. :) GJ I guess 88/100 Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 18, 2010 Author Report Share Posted July 18, 2010 Added the other traps. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 20, 2010 Author Report Share Posted July 20, 2010 Do you guys think that the player characters are too easy to kill in card form? Imean, I know it only takes two hits to down you in the game, but in that you can dodge, retreat etc. Should I give them more Life Counters to compensate? Or perhaps give the zombies only a one in three chance to hit them? Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 22, 2010 Author Report Share Posted July 22, 2010 Added Nikolai's specific support, the Fly Trap and the meteor from Shi No Numa.Will add a specific support for the other three characters once I have a good pic (and, in Dempsey's case, an idea for a card at all >_< ) Link to comment Share on other sites More sharing options...
Myst Posted July 23, 2010 Report Share Posted July 23, 2010 10/10. I agree with Sai Pyke and Tenkage. I disagree with corezero678' date=' this is a great idea, utilized it perfectly. OCG looks fine to me, and you should make a starter deck for these. If you need help with that. PM me, and I could make you a starter deck picture for this set if you follow up on my idea. Once again, great job, perfect 10/10.[/quote'] no, i don't think the OCG's perfect Summoned and that's about all but some are OP'D Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 23, 2010 Author Report Share Posted July 23, 2010 no' date=' i don't think the OCG's perfect Summoned and that's about all but some are OP'D[/quote']Actually, I'm pretty sure that if you're not naming a particular type of summon, you can have it either way. And which ones are OP'd??I'm rather tired of hearing complaints about my cards and not knowing what it is that people find wrong with them. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 23, 2010 Author Share Posted July 23, 2010 · Hidden by ChaosInfinity, November 16, 2010 - don't know how that post got there Hidden by ChaosInfinity, November 16, 2010 - don't know how that post got there 10/10. I agree with Sai Pyke and Tenkage. I disagree with corezero678' date=' this is a great idea, utilized it perfectly. OCG looks fine to me, and you should make a starter deck for these. If you need help with that. PM me, and I could make you a starter deck picture for this set if you follow up on my idea. Once again, great job, perfect 10/10.[/quote'] no, i don't think the OCG's perfect Summoned and that's about all but some are OP'D Link to comment
ChaosInfinity Posted July 23, 2010 Author Report Share Posted July 23, 2010 no' date=' i don't think the OCG's perfect Summoned and that's about all but some are OP'D[/quote']Actually, I'm pretty sure that if you're not naming a particular type of summon, you can have it either way. And which ones are OP'd??I'm rather tired of hearing complaints about my cards and not knowing what it is that people find wrong with them. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 23, 2010 Author Report Share Posted July 23, 2010 no' date=' i don't think the OCG's perfect Summoned and that's about all but some are OP'D[/quote']Actually, I'm pretty sure that if you're not naming a particular type of summon, you can have it either way. And which ones are OP'd??I'm rather tired of hearing complaints about my cards and not knowing what it is that people find wrong with them. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 23, 2010 Author Report Share Posted July 23, 2010 no' date=' i don't think the OCG's perfect Summoned and that's about all but some are OP'D[/quote']Actually, I'm pretty sure that if you're not naming a particular type of summon, you can have it either way. And which ones are OP'd??I'm rather tired of hearing complaints about my cards and not knowing what it is that people find wrong with them. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 23, 2010 Author Report Share Posted July 23, 2010 no' date=' i don't think the OCG's perfect Summoned and that's about all but some are OP'D[/quote']Actually, I'm pretty sure that if you're not naming a particular type of summon, you can have it either way. And which ones are OP'd??I'm rather tired of hearing complaints about my cards and not knowing what it is that people find wrong with them. Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 30, 2010 Author Report Share Posted July 30, 2010 Epically huge, MASSIVE update.I finally got to add the pickups, also added all but four of the weapons (the ones you can't get on Der Riese, which are harder to find info on), and Takeo and Richtofen's specific supports. I also updated the effects of the zombies, maps and weapons (so that the Slayers can dodge, more zombies can be summoned, and you can get headshots, respectively). And I had to change all the set numbers to squeeze in the Panzerschreck, which I forgot to factor in the first time. >_< Oh yes, and I'm not sure how all those duplicate posts got there. I can't seem to delete them, either. =/ Link to comment Share on other sites More sharing options...
ChaosInfinity Posted July 31, 2010 Author Report Share Posted July 31, 2010 Slight change to Samantha's effect. Mostly bump. =P Link to comment Share on other sites More sharing options...
ChaosInfinity Posted August 1, 2010 Author Report Share Posted August 1, 2010 bump... :( Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.