Guest Shadowfang1992 Posted October 11, 2010 Report Share Posted October 11, 2010 Acctually that sounds cool so yeah for now but if it gets to complicated then i'll call it off@ Razshagaul yup they do countp.s. soz i've been inactive guys Awesome! Then I'll be with the Bringers and the Airbounds. Maybe we can join up with two factions, just to keep it simple as well as give us more to make ^^ Link to comment Share on other sites More sharing options...
Agaming Posted October 11, 2010 Author Report Share Posted October 11, 2010 oksy it's just some how or another i wanted to get the classic factions in there also feel free to make your own CMW they are alot of fun to set up and stuff Link to comment Share on other sites More sharing options...
Guest Shadowfang1992 Posted October 11, 2010 Report Share Posted October 11, 2010 Bring it Razshagaul! The Airbounds bow to NO ONE, and neither do the Bringers! [spoiler= Airbound Dragons the First Wing] Red HatchlingLOREA prophesy tells of a dragon destined to drag the world into chaos. However, this creature is no more than a hatchling. What could it possibly do? White HatchlingLOREA prophesy tells of a dragon destined to bring the world to order. However, this creature is no more than a hatchling. What could it possible do? Red Dragon of ChaosLOREThis card can only be summoned by tributing 1 "Red Hatchling". As long as this card is on the field, all monsters must attack during their respective Battle Phase. If "White Dragon of Order" is on the field, this card's effect is negated. White Dragon of OrderLOREThis card can only be summoned by tributing 1 "White Hatchling". As long as this card is on the field, only one monster can attack during each Battle Phase. If "Red Dragon of Chaos" is on the field, this card's effect is negated. Red-White Dragon of ControlLORE"Red Dragon of Chaos" + "White Dragon of Order"At the beginning of your opponent's Battle Phase, you can flip a coin. Heads: All monsters must attack this turn. Tails: Only one monster can attack this turn. If you use this effect, this card must be the target of all attacks. If you do not use this effect, this card can not be an attack target. If this card is destroyed after using this effect, the Battle Phase is ended. OK, for some reason Image Shack codes are not working for my White Dragon of Order and my Red-White Dragon of Control, so the pics will have to wait. Nevermind! After the up-teenth attempt the pics decided to work ^^ YAY!!! I'm putting up Reptiles for Airbound because they become Dragons through magic, so the serpents in this wing all support Airbound. [spoiler= Airbound Dragons S.W. - Gem Serpents] Gem Serpent - EmeraldLOREAs long as this card remains face-up on the field, all "Gem Serpent" monsters on the field gain 500 ATK except this card. Gem Serpent - JasperLOREFor every "Gem Serpent" monster in your graveyard, this card gains 200 ATK. Gem Serpent - RubyLOREWhen this card is destroyed by battle, you can send 1 "Gem Serpent" monster from your hand to the Graveyard instead of this card. (Damage calculation is applied normally) Gem Serpent - SapphireLOREIf this card is sent from your hand to the Graveyard, you may Special Summon it to the field during the End Phase of that turn. If there are two other "Gem Serpent" monsters on the field, this card can attack your opponent's Life Points directly. Gem Serpent - TopazLOREAny monster destroyed by this card is removed from play. Whenever a monster is removed from play by this effect, Special Summon a "Gem Serpent" monster from your Graveyard onto the field. [spoiler=Airbound Dragons S.W. - Gem Charms] Gem Charm - EmeraldLOREThis card can only be equipped to "Gem Serpent - Emerald". When this card is equipped, tribute this card and "Gem Serpent - Emerald" to Special Summon "Gem Dragon - Emerald" from your hand. Gem Charm - JasperLOREThis card can only be equipped to "Gem Serpent - Jasper". When this card is equipped, tribute this card and "Gem Serpent - Jasper" to Special Summon "Gem Dragon - Jasper" from your hand. Gem Charm - RubyLOREThis card can only be equipped to "Gem Serpent - Ruby". When this card is equipped, tribute this card and "Gem Serpent - Ruby" to Special Summon "Gem Dragon - Ruby" from your hand. Gem Charm - SapphireLOREThis card can only be equipped to "Gem Serpent - Sapphire". When this card is equipped, tribute this card and "Gem Serpent - Sapphire" to Special Summon "Gem Dragon - Sapphire" from your hand. Gem Charm - TopazLOREThis card can only be equipped to "Gem Serpent - Topaz". When this card is equipped, tribute this card and "Gem Serpent - Topaz" to Special Summon "Gem Dragon - Topaz" from your hand. [spoiler=Airbound Dragons S.W. - Gem Dragons and Master] Gem Dragon - EmeraldLOREAs long as this card remains face-up on the field, all "Gem Dragon" monsters on the field gain 800 ATK except this card. Gem Dragon - JasperLOREFor every "Gem Dragon" monster in your Graveyard, this card gains 500 ATK. Gem Dragon - RubyLOREWhen this card is destroyed by battle, you can send 1 "Gem Dragon" monster from your hand to the Graveyard instead of this card. (Damage calculation is applied normally) Gem Dragon - SapphireLOREIf this card is sent from your hand to the Graveyard, inflict 500 damage to your opponent's Life Points. If there are 2 other "Gem Dragon" monsters on the field, you can Special Summon this card from the Graveyard. Gem Dragon - TopazLOREAny monster destroyed by this card is removed from play. Whenever a monster is removed from play by this effect, draw 2 cards. Gem Master - Lord of the Treasure HordeLORE"Emerald" + "Jasper" + "Ruby" + "Sapphire" + "Topaz" (Dragons)For every "Gem Serpent" monster in the graveyard, this card gains 300 ATK/DEF. For every "Gem Dragon" monster in the graveyard, this card gains 500 ATK/DEF. If this card is destroyed by a Spell or Trap Card, you can send 1 "Gem Dragon" or 2 "Gem Serpent" monsters from your hand to the Graveyard instead of this card. This card can not be destroyed by battle. (Damage calculation is applied normally) Face defeat, Razshagaul, for you can not withstand the power of the Gem Dragons! Link to comment Share on other sites More sharing options...
Guest Dhole Posted October 11, 2010 Report Share Posted October 11, 2010 I couldn't agree more about the Gliding Airbounds but the Bringers of Darkness will crumble against the power of ME!!!! [spoiler=Reinforcements] This monster can attack directly. If it does, its ATK points are halved until the end of the Damage Step. If this card is on the field with "Angel Strategist" then all monsters on your side of the field are unaffected by your opponent's Spell and Trap Cards. As long as this card is on the field all monsters with the word "Angel" in their name gain 300 ATK points. Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 11, 2010 Report Share Posted October 11, 2010 there should be a place where all the cards on this topic can be view at the same time... perferrably at the top where the spoilers are Link to comment Share on other sites More sharing options...
Guest Shadowfang1992 Posted October 12, 2010 Report Share Posted October 12, 2010 Just for the fun of it I'm going to tally up all the cards for each faction that have been made so far. I'll be doing this every other page, because it's fun to see how everyone's doing ^^ Bunnies: 0Bunny Killers: 0Airbounds: 44Earthbounds: 10Bringers: 29 Dude, the Bunny/Killer Factions are dragging, Earthbounds are quite far behind, Bringers are doing OK and Airbounds are dominating ^^ No real competition so far for the Airbounds! This tally does not include anything past this point. [spoiler=Beasts of the Dark Realm part 1] Amethyst Thorn-BackLOREIf your opponent selects this card as an attack target while it is in Attack Position, switch it to Defense Position. Grave DrakeLOREIf this card is sent to the Graveyard, you can pay 200 Life Points to Special Summon it to the field. Each time you do this, this card gains 200 ATK/DEF. Once this card's ATK/DEF both equal 2000, you can no longer use this effect. Phantom WolfLOREThis card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. Link to comment Share on other sites More sharing options...
Guest Razshagaul Posted October 12, 2010 Report Share Posted October 12, 2010 You know what, I think I shall also join the forces of the Bunnies! They need my help! Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 12, 2010 Report Share Posted October 12, 2010 im with u! Link to comment Share on other sites More sharing options...
Guest Dhole Posted October 12, 2010 Report Share Posted October 12, 2010 They made need your help but it wont matter because i am bringing a new factor to this battle the DRAGON KNIGHTS! This monster gains 200 ATK points for each monster on the field with the word "Dragon Knight" on the field. As long as this card is on the field it is the only monster your opponent can attack. As long as this card is on the field all monsters with the word "Dragon Knight" in their name gain 400 ATK points. As long as this card is on the field this is the only card your opponent can select as a target for an effect and attacks. A human cursed to look like a dragon. It was trained in almost every martial art by a human that took pity on it. Now it silently watches of human kind paying its debt to the human that taught it. Link to comment Share on other sites More sharing options...
Agaming Posted October 12, 2010 Author Report Share Posted October 12, 2010 Here comes the cavalry i join the bunnies!!! and i welcome my cards...well one of them Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 12, 2010 Report Share Posted October 12, 2010 Here comes the cavalry i join the bunnies!!! and i welcome my cards...well one of them lol are the bunnies really bunnies? because in confused on that topic Link to comment Share on other sites More sharing options...
Agaming Posted October 12, 2010 Author Report Share Posted October 12, 2010 lol no just bunny in the name if you want you can remain with what you were before i might get rid of the Bunnies and Bunny killer factions what do ya think? Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 12, 2010 Report Share Posted October 12, 2010 lol no just bunny in the name if you want you can remain with what you were before i might get rid of the Bunnies and Bunny killer factions what do ya think? i believe that might make more sense Link to comment Share on other sites More sharing options...
Venom Posted October 12, 2010 Report Share Posted October 12, 2010 I summon this cards too! This card cannot be Normal Summoned or Set. This card can only be Special Summoned by having exactly 2 DARK monsters in your Graveyard. This card's name is also treated as "Maiden". This card must be summoned in Defense Position (it cannot change Battle Positions). During each one of your Standby Phases, put 1 Creator Counter on this card. You may discard 1 Creator Counter to summon 1 "Oblivion Token" (Level 3/DARK/Spellcaster/ATK 800/DEF 800). This token cannot declare an attack. Raise this card's DEF by 400 for each "Oblivion Token" you control. You can tribute 2 "Oblivion Token" to send a Level 4 or lower DARK monster your opponent controls to the Graveyard. Each time you activate the above efect, place 1 Destruction Counter on this card. You may discard 3 Desctruction Counters to Special Summon "Destrodya, Dark Oblivion" from your Hand or Deck in Attack Position. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Terranya, Dark Creator". This card's name is also treated as "Maiden". When you Special Summon this card, destroy all monsters on your field except "Terranya, Dark Creator", and raise this card's ATK by 400 for each monster destroyed. Tribute 1 Level 4 or lower DARK monster from your Hand to double this card's ATK until the End Phase (Battle Damage is negated). You can pay 1000 Life Points to destroy all face-down Spell or Trap cards your opponent controls (this card cannot declare an attack the turn this effect is activated). Place 1 Doom Counter on this card each time it destroys an opponent's monster. Discard 3 Doom Counters to treat this card's Attribute as Spellcaster / Tuner. Link to comment Share on other sites More sharing options...
Guest Razshagaul Posted October 12, 2010 Report Share Posted October 12, 2010 The bunnies come with a vengeance! BUNNY INVASION! MUAAAAHAHAHAAA! [spoiler=Baby Bunnies] This card can attack as many times as there are monsters on your opponent's side of the field. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Blood Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 2000 points. Any card destroyed by the equipped monster is removed from play. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) This card can not be destroyed by WATER monster cards. (Damage calculation is applied normally) Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Grass Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 1750 points. If the equipped monster is attacked by a WATER monster card, it is not destroyed and you gain Life Points equal to the difference in ATK points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) Said to be by himself most of the time, this poor, lonely bunny has no friends other than the quiet stars. However, one day a star fell to the earth nearby and a friendly bunny jumped up to meet him... Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Lonely Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 1500 points. If the equipped monster is your only monster on the field, it can not be selected as an attack target. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) If this card is destroyed by battle, you take no damage and the Battle Phase Ends. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Winter Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 2000 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) If "Bunny - Winter Baby" equipped with "Bunny - Summer Baby" is on the field, this card can not be selected as an attack target. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Autumn Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 2000 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) If this card is removed from the field, Special Summon 3 "Seed Tokens" (Plant-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Flower Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 1400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) [spoiler=Super Bunnies] Her skill in the ring is unmatched. With her incredible attack power and terrific defense, few go up against her and survive to tell about it. She is merciless and swift, able to run silently through any terrain. She avoids detection and carries out her duties with finesse. She was created to be a fighter for the Bunny Killers, but she fell apart during weapon testing and was tossed out. The Super Bunnies found her and fixed her up. Now she is loyal to their cause and fights her creators. Raven is a strange being able to control the shadows around her and even become one herself. She is the youngest of the Super Bunnies and has yet to reach her full potential. [spoiler=Bunny Girls] For every "Bunny Girl" in your hand, this card gains 300 ATK and DEF. During your Draw Phase, you can flip a coin. Heads: Draw two cards. Tails: Skip your Draw Phase. If this card is the only monster you control, increase it's ATK and DEF by 1000 points. This card can attack twice during each of your Battle Phases. If you tribute 2 monsters to Summon this card, it can not be destroyed by battle. 1 "Bunny Girl" Tuner + 1 or more non-Tuner "Bunny" monstersWhen this card is Synchro Summoned, put 3 Love Bunny Counters on the strongest monster your opponent controls (max 3). While a monster is equipped with a Love Bunny Counter, it can not select a monster with "Bunny" in its name as an attack target. During each of your opponent's End Phases, remove 1 Love Bunny Counter. When all Love Bunny Counters are removed, destroy that monster. [spoiler=Other Bunnies] As long as this card remains face-up on the field, all monsters on the field with "Bunny" in their names gain 500 ATK except this card. Flip: The attacking monster is destroyed. Any monster selected as an attack target by this card is destroyed. This card can not be destroyed by battle. (Damage calculation is applied normally) When this card is removed from the field, Special Summon 1 "Easter Egg Token" (Rock-Type/EARTH/Level 5/ATK 0/ DEF 3000) to the field in Defense Position. This Token can not attack. During the 2nd End Phase after this Token is Special Summoned, remove it from the field and Special Summon 1 Level 5 or higher monster with "Bunny" in its name from your hand OR inflict 1000 points of direct damage to your opponent. If "Bunny Heaven" is on the field, this card can not be destroyed. As long as this card is face-up on the field, your opponent can not activate Spell Cards. [spoiler=Bunny Traps and Spells] All monsters with "Bunny" in their names gain 500 ATK and 600 DEF. Monsters with "Super Bunny" in their names can not be affected by Spell or Trap cards. If a monster with "Bunny" in its name is selected as an attack target, combine the ATK and DEF of all monsters with "Bunny" in their names on your side of the field and increase the selected monster's ATK and DEF by that amount. If a monster with "Bunny" in its name is selected as an attack target, change the attacking monster's ATK to 0. If this card is successfully activated, the attack can not be negated. During your End Phase, if a Union Monster with "Bunny" in its name is on the field and the Normal Monster it can equip to is also on the field, equip the Union Monster. If a monster equipped with a Union Monster with "Bunny" in its name is attacked, destroy both cards. This card can only be equipped to a monster with "Bunny" in its name. If the equipped card destroys a monster, the damage calculation is added to your Life Points. Pwnage. lol no just bunny in the name if you want you can remain with what you were before i might get rid of the Bunnies and Bunny killer factions what do ya think? NO!!! Don't get rid of the Bunny Faction! I just made the ultimate Bunny Army! Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 12, 2010 Report Share Posted October 12, 2010 this just redifined the whole game... Link to comment Share on other sites More sharing options...
Guest Shadowfang1992 Posted October 12, 2010 Report Share Posted October 12, 2010 O.O I think I'll be doing another tally now... Bunnies: 32Bunny killers: 0Airbounds: 47Earthbounds: 10Bringers: 34 DANG! Bunnies are almost up the the Bringers now! Raz, when did you sleep while making those Bunny cards??? Link to comment Share on other sites More sharing options...
Guest Razshagaul Posted October 12, 2010 Report Share Posted October 12, 2010 At night, like any normal person ^^ Naw, I just had a ton of fun finding pics and creating the ultimate bunny army, MUAHAHAHAAAA! Link to comment Share on other sites More sharing options...
Guest Shadowfang1992 Posted October 12, 2010 Report Share Posted October 12, 2010 I've gotta get some more Bringers up to stop the incoming Bunny invasion! [spoiler=Anti-bunny brigade!] Rihana - Dark ElfLOREIf this card is removed from the field, inflict 500 points of direct damage to your opponent. Devourer of the ShadowsLOREAs long as this card is face-up on the field, cards can not be Set face-down on the field. Dimensional AbominationLOREIt is actually unknown which is the true master, the girl or the demon... Some say the girl is merely a puppet, used to lure in prey or to communicate to other beings. Others say the demon is a loyal servant summoned by the girl. However, it's obvious that if she summoned it, her intentions were not pure. Gate Keeper of the AfterlifeLORE1 Tuner + 1 or more non-Tuner Fiend-Type monstersAs long as this card is face-up on the field, monsters can not be Special Summoned from the Graveyard. This card can not be destroyed by battle. You take no Battle Damage from battles involving this card. When this card is removed from the field, remove it from play. If this card is attacked, choose 1 monster in your Graveyard and remove it from play. If you do, increase this card's ATK/DEF equal to the Level of that monster x500 during Battle Calculation only. Warrior of the Dark ArtsLOREHe is said to have dark powers that boost his speed and his strength. However, it is unknown where he obtains this power... Link to comment Share on other sites More sharing options...
Venom Posted October 12, 2010 Report Share Posted October 12, 2010 I'm tuning Destrodya with Terranya! Synchro Summon, Universya! "Terranya, Dark Creation" + "Destrodya, Dark Oblivion"You cannot summon this card except by Synchro Summon. This card's name is also treated as "Maiden". When you Synchro Summon this card, destroy all cards you control, send all cards from your Hand to the Graveyard, then draw 4 cards from your Deck. This card's ATK is equal to the number of cards that were destroyed x600. This card's DEF is always half the ATK it has. As long as the Synchro Material used to Synchro Summon this card is in the Graveyard, this card cannot be destroyed by battle (Damage Calculation is applied normally), and you can reduce this card's ATK to 0 until the End Phase to activate one of the following effects:- Select 1 "Maiden" monster removed from play, and add it to your Deck. You must then shuffle it.- Pay 500 Life Points to remove from play 1 Level 4 or lower DARK monster from your opponent's Graveyard.- Pay 800 Life Points and remove from play 1 Level 4 or lower monster in your Graveyard, and inflict damage to the opponent equal to half it's ATK. This card cannot declare an attack the turn this effect is activated.You can discard 2 cards from your Hand and tribute "Universya, Black Goddess" to reduce both players Life Points by the amount of DEF this card had when tributed. Link to comment Share on other sites More sharing options...
Guest Razshagaul Posted October 12, 2010 Report Share Posted October 12, 2010 MUAHAHAAA, your Anti-Bunny Brigade shall not stop me! [spoiler=Baby Bunnies] If there are only WIND monsters on your opponent's side of the field, this card can attack your opponent directly. This card can not be selected as an attack target by WIND monsters. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Bunny - Rose Baby" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 1600 points. The equipped monster can not be selected as an attack target by WIND monsters. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.) [spoiler=Mystic Bunny] You can pay 500 Life Points during your opponent's End Phase. If you do, roll a 6-sided die. 1: Destroy all LIGHT monsters your opponent controls. 2. Destroy all DARK monsters your opponent controls. 3. Destroy all FIRE monsters your opponent controls. 4. Destroy all WATER monsters your opponent controls. 5. Destroy all WIND monsters your opponent controls. 6. Destroy all EARTH monsters your opponent controls. [spoiler=Moon Bunnies] If there is another monster with "Moon Bunny" in its name on the field, your opponent can not activate monster effects. If there is another monster with "Moon Bunny" in its name on the field, your opponent can not activate Spell Cards. Any Spell effects that are already active are not affected. If there is another monster with "Moon Bunny" in its name on the field, your opponent can not activate Trap Cards. Any Trap effects that are already active are not affected. Link to comment Share on other sites More sharing options...
Guest Dhole Posted October 12, 2010 Report Share Posted October 12, 2010 Okay i obviously should not have made that comment about the Airbounds crushing the Bunnies because now i have to make it happen well this is how i am going to do it. Get rid of all my other guys that i have entered they flew away and decided to get some reinforcements so now here are the reinforcements they brought back: Once per turn you can discard 1 card to have your opponent draw or discard cards so that you and your opponent have the same number of cards in your hands. Each time either player takes damage the other player takes half of the damage that was inflicted. During each of your Standby Phases you can destroy 1 face-up monster on the field with less ATK points than this card. If you activate this effect this card cannot attack this turn. If another monster on the field with the word "Angel" in its name is attacked you can change the attack target to this card. This monster cannot be destroyed by battle(Damage calculation is applied normally). During your opponents End Phase you can flip a coin and if lands on Heads you can return 1 card in your Graveyard to your Deck. Your Deck is then shuffled. During your opponents Battle Phase you can select 1 monster on their field and it cannot attack or activate an effect the rest of the turn. If this is the only card in your Graveyard you can Special Summon it to the field. During each of your Standby Phases you can activate 1 of the following effects:-Gain 500 Life Points.-Draw 1 card.-Special Summon 1 level 3 or lower monster with the word "Angel" in its name from your Hand. If this card destroys a monster by battle you can inflict damage to your opponent equal to the level of the destroyed monster times 300. Once per turn you can select 1 monster on the field that has the word "Angel" in its name. This card gains the selected monsters effect until the End Phase. During each of your End Phases you can flip 1 monster on your opponents side of the field into face-down Defense Position. The flipped monster cannot be flipped back to Attack Position until the Main Phase 2 of your opponent's next turn. Once per turn you can discard 1 monster card to gain Life Points equal to the discarded cards DEF points. If this is the only card on your side of the field when you activate this cards effect you can double the Life Points you would gained. This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you have less than 1600 Life Points. When this card is Summoned you can Special Summon as many monsters as possible from your Graveyard with the word "Angel" in its name. You take no battle damage from battles that involve this card. As long as this card is on the field each player can only attack once per turn. If this card would be destroyed you can discard 2 cards to keep this card on the field(Damage Calculation applied normally). This card cannot be Set. You can only activate this cards effect while it is in the Graveyard. You can remove this card from play to return all monsters in your Graveyard with the word "Angel" in their name to your Deck. Your Deck is then shuffled. This monster cannot be in face-up Defense Position. This card cannot be destroyed by battle(Damage is not applied). This card cannot be specifically targeted by Spell and Trap Cards. When this card is Summoned you can select 1 Spell or Trap Card on the field and destroyed it. If this card is the only card on your side of the field your opponent cannot activate Spell or Trap Cards. When this card is destroyed you can Special Summon 1 "Angel Recruit 2" from your Hand or Deck. When this card is destroyed you can Special Summon 1 "Angel Recruit" from your Graveyard. All monsters with the word "Angel" in their name gain 500 ATK. When a monster with the word "Angel" in its name you can put 1 Rebirth Counter on this card. You can remove any number of Rebirth Counters to Special Summon 1 monster from your Graveyard with word "Angel" in its name with the same level as the number of Rebirth Counters removed. As long as this card is on the field all monsters with the word "Angel" in their name are also counted as LIGHT, FIRE, WATER, DARK, EARTH, WIND, and DIVINE attribute. When this card is Summoned you draw cards until you draw a monster. Discard the monster and this cards ATK points are equal to twice as much as the discarded monsters ATK points. As long as this card is on the field all monsters that do not have the word "Angel" in their name cannot change Battle Positions. This card cannot be activated unless you have "Angel's Land" on the field. All monsters with the word "Angel" in their name gain 500 ATK points. Instead of "Angel's Land" only getting 1 Rebirth Counter each time a monster with the word "Angel" is destroyed it gains 2. If you have no monsters with the word "Angel" in their name on the field this card is destroyed. If "Angel's Land" is destroyed so is this card. This card can only be equipped to an EARTH attribute monster with the word "Angel" in its name. The equipped monster gains 500 ATK and once per turn if it would be destroyed it is not. This card can only be equipped to an LIGHT attribute monster with the word "Angel" in its name. The equipped monster gains 500 ATK and your opponent cannot Set any cards. This card can only be equipped to an WATER attribute monster with the word "Angel" in its name. The equipped monster gains 500 ATK and when you gain Life Points you gain an extra 1000. This card can only be equipped to an FIRE attribute monster with the word "Angel" in its name. The equipped monster gains 500 ATK and if the equipped monster destroys a monster your opponent takes 500 damage. This monster can attack directly. If it does, its ATK points are halved until the end of the Damage Step. This monster gains 300 ATK points for each monster with the word "Angel" on the field (not including this card). When this card is destroyed you can draw 2 cards. As long as this card is on the field all monsters with the word "Angel" in their name gain 300 ATK points. Each time a monster is destroyed on your opponents side of the field your opponent takes damage equal to half the destroyed monsters ATK points. Once per turn you can return this card to your Hand to randomly select 1 card in your opponents Hand. The selected card is added to your Hand until the End Phase. If this card is used as a Synchro Material Monster then the Synchro Summoned monster gains 400 ATK points, 1 "Angel" Tuner+ 1 or more non-Tuner "Angel" monster(s)When this card is Summoned you can tribute this card to destroy all cards on the field and then Special Summon 1 monster from your Graveyard with the word "Angel" in its name that is not this card. When this card is destroyed by its own effect you can discard 1 card to gain 1000 Life Points. As long as this card is on the field it is the only card your opponent can select as a target for an attack or effect. When this card is Summoned all monsters on the field are switched to face-down Defense Position(except this card). As long as this card is on the field you can flip monsters into face-down Defense Position. Once per turn you can change the placement of all face-down cards on your side of the field. As long as this card is on the field all monsters with the word "Angel" in their name gain 500 ATK points. If "Angel's Land" and "Castle of the Angels" is on the field along with this card all monsters with the word "Angel" in their name cannot be destroyed by card effects. If this card is the only card on your side of the field you can tribute it to Special Summon 2 monsters from your Hand with the word "Angel" in their name. When this card destroys a monster you gain Life Points equal to the destroyed monsters level times 200. During each of your Standby Phases you can discard 1 card to send the top card of your opponents Deck to the Graveyard. If "Angel of the Sword" is on your side of the field this card gains 400 ATK points. If "Angel of the Sword" would be destroyed you can discard 1 card to destroy this card instead. Once per turn you can add 1 Spell Card from your Deck or Graveyard to your Hand. If this card is destroyed you can select 3 Spell Cards in your Graveyard and return them to your Deck. The Deck is the shuffled. When this card is activated you can select 1 card in your opponent's Hand and add it to your Hand. During the End Phase this card was activated you can give the card you took from your opponents Hand back to your opponent to add this card to your Hand from the Graveyard. This card can only be activated when a monster on your side of the field is attacked and it has the word "Angel" in its name. The attack target is returned to your Hand and you can Special Summon a monster with the word "Angel" in its name from your Hand. Each time this card destroys a monster you gain Life Points equal to the destroyed monsters DEF points. Once per turn you can discard 2 cards to add 1 monster with the word "Angel" in its name from your Graveyard to your Hand. Each time this card destroys a monster inflict 700 points of damage to your opponent. If this card is destroyed by battle destroy the monster that destroyed this card. This card can only be activated when 1 of monster on your side of the field with the word "Angel" in its name is attacked. The attack target is returned to your Hand and the attacking monster is returned to its owners Deck and the Deck is shuffled. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 3 monster with the word "Angel" in their name. When this card is Summoned all face-down cards on your opponent's side of the field are returned to their owners Deck and their Deck is shuffled. Each time a card is Set you can decrease this cards ATK points by 200 to destroy the Set card. Once per turn you can equip this card OR unequip this card to a monster with the word "Angel" in their name. The equipped monster gains 400 ATK and the following effect: Each time this card destroys an opponents monster by battle you can flip a coin and if it lands on Heads you gain Life Points equal to the destroyed monsters DEF points. This card can only be activated when "Castle of the Angels" is destroyed. All monsters on your side of the field with the word "Angel" in their name gain 500 ATK. Once per turn you can discard 1 card to destroy 1 face-up card on the field. Each time a monster with the word "Angel" in its name is destroyed this card gains 1 Holy Counter. You can remove 3 Holy Counters to Special Summon 1 level 6 or lower monster from your Hand with the word "Angel" in its name. This card can only be activated if your opponent controls more than 1 monster and you control no monsters and you have 2 or more cards in your Hand with the word "Angel" in their name. Discard all cards in your Hand with the word "Angel" in their name and you can select and destroy cards equal to the number of cards discarded. You can only activate this card when your opponent declares a direct attack. Discard 1 card with the word "Angel" in its name and the attack is negated and the you gain control of the attacking monster for 3 of your Battle Phases. This card can only be activated when a LIGHT attribute monster is destroyed by battle. You can Special Summon 1 monster from your Hand with the word "Angel" in its name and if it has more ATK points then the destroyed monster all monsters on your opponents side of the field that have attacked this turn are destroyed. This card cannot be Normal Summoned or Set. This card can only be Special Summoned when "Angel's Land" and "Castle of the Angels" is destroyed and "Hidden Sanctuary of the Angels" is activated. This card gains 400 ATK points for each card on your side of the field. Each time this card destroys an opponents monster you can discard 1 monster card with more DEF points than the destroyed monster and this card can attack again (this effect can only be activated once per turn). If this card is destroyed you can return to your side of the field "Angel's Land" and "Castle of the Angels." This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Beckoning of Angels." Each time this card destroys a monster by battle you can send cards from the top of your Deck to the Graveyard equal to the level of the destroyed monster to have this card gain ATK points equal to half of the destroyed monsters ATK points. This card is used to Special Summon 1 "Golden Angel" from your Hand or Deck. To activate this card you must send to the Graveyard from your field or your Hand monsters that total level equals 9 or more. If this card is on the field with "Angel Strategist" then all monsters on your side of the field are unaffected by your opponent's Spell and Trap Cards. If your opponent has all Defense Position monsters this card can attack your opponent directly. If this card is the only card in your Hand you can Special Summon it to your side of the field. When this card is Special Summoned all monsters on your opponents side of the field are switched to Defense Position. Once per turn if this card is the only card on your side of the field you can flip a coin and call it. If you call it right you can select 1 monster on your opponents side of the field and you gain control of that monster until your opponent's next End Phase. Once per turn you can return this card to your Hand to destroy 1 Spell or Trap Card on the field. If you have a monster with the word "Angel" in its name on the field when this card activates its effect your opponent must also discard 1 card. This card can only be activated if "Castle of the Angels" is on the field. All monsters on your side of the field gain the following effect: Each time this card destroys a monster you can discard 2 cards to Special Summon the destroyed monster in Defense Position on your side of the field. All monsters Special Summoned by this effect cannot use their effects. This card can only be activated when your opponent declares a direct attack. You can Special Summon 1 monster with the word "Angel" in its name from your Hand. This monster gains 300 ATK and DEF points for each LIGHT attribute monster on the field. Once per turn you can discard 1 Spell or Trap card to have this card gain 1000 ATK points until the End Phase. The turn you activate this cards effect all Battle Damage dealt to your opponent by this card is halved. If this card is destroyed you can Special Summon 1 monster from your Hand with the word "Angel" in its name. When this card is Tribute Summoned you can randomly select 2 cards in your opponents Hand and send them to the Graveyard. When this card is destroyed you can remove it from play to destroy all Spell and Trap Cards on the and then you gain Life Points equal to the number of cards destroyed by this effect times 200. Each time this card destroys an opponent's monster you can Special Summon 1 monster with the word "Angel" in its name from your Hand with less attack than the destroyed monster. This card can only be activated when a monster you control with the word "Angel" in its name is attacked. The attack is negated and all other monsters on the field with the word "Angel" in their name cannot be selected as an attack target for the rest of the turn. This card can only be activated if only have 1 monster on the field and it has the word "Angel" in its name. All monsters on your opponent's side of the field are destroyed and your opponent takes 300 Damage for each monster destroyed by this cards effect. You cannot attack this turn. The turn this card is activated all monsters with the word "Angel" in heir name on your side of the field gain 800 ATK points. The turn this card is activated all monsters on the field cannot activate their effects. During the End Phase this card is activated you must tribute 1 monster on your side of the field or all cards on your side of the field are destroyed. The equipped monster gains 500 ATK and cannot be destroyed by Trap Cards. When the equipped monster is destroyed so is this card. When this card is destroyed you gain Life Points equal to the card this card was equipped to's ATK points. When this card is activated all cards in your Graveyard with the word "Angel" in their name are removed from play and you gain Life Points for each card removed from play by this effect. This card can only be activated if a monster on your side of the field with the word "Angel" in its name is selected as an attack target. Decrease the attack target's ATK by 800 and the attacking monster is destroyed. This card can only be activated if you have at least 3 monsters on the field with the word "Angel" in their name with different attributes. Select 1 attribute and all monsters on your opponent's side of the field with that attribute are destroyed. Once per turn you can discard 1 card to change this card's attribute to DARK until the End Phase. When this card is a DARK attribute monster it gains 400 ATK points. When this card is a LIGHT attribute monster it can attack twice per turn. Alternate Version You can discard 1 card to change this cards attribute to DARK. You can send the top card of your Deck to change this cards attribute to LIGHT. You can remove 1 card from play in your Graveyard to change this cards attribute to YIN-YANG. If this card is a DARK attribute monster each time a monster is destroyed in face-down Defense Position your opponent takes damage equal to half of its DEF points. If this card is a LIGHT attribute monster your opponent cannot Set cards. If this card is a YIN-YANG monster it can attack twice per turn. This card can only be activated if you have no more than 1 DARK attribute monster with the word "Angel" in its name on your side of the field. Destroy all cards on the field except for the DARK attribute "Angel" monster. The DARK attribute "Angel" monster gains 200 ATK points until the End Phase. All damage done to your opponent this turn it reduced by 1000. Each time a monster with the word "Angel" is destroyed you can Special Summon 1 monster to your side of the field as long as it has the word "Angel" in its name and has lower ATK points than the destroyed card. This card can only be activated if you have a monster on your side of the field with the word "Angel" in its name. All face-down cards on your opponent's side of the field are destroyed. Then all face-up cards are switched to Defense Position. If your opponent has more monsters on the field then you then this card is treated as a DARK attribute monster. If you have more monsters on your side of the field then your opponent this card gains 400 DEF points. If you and your opponent have the exact same amount of monsters then this card is treated as a LIGHT and DARK attribute monster. This card cannot be activated unless your opponent has twice as many Life Points as you. All monsters on your side of the field are destroyed and then you can Special Summon as many monsters as possible with the word "Angel" in their name from the Graveyard onto your side of the field. This card can only be activated when a monster you control with the word "Angel" in its name is attacked and is in Attack Position. The attack target is switched to Defense Position and gains 500 DEF points. When this card is activated select and remove from play 1 monster in your Graveyard with the word "Angel" in its name. During the second Standby Phase this card is activated you can Special Summon 1 monster in the removed from play pile as long as it has the word "Angel" in its name. When a monster is Special Summoned from the removed from play pile this card is destroyed. This card can only be activated if you have 5 monsters with different attributes in your Hand and 1 monster on the field with the word "Angel" in its name. Equip this card to the monster on the field and then discard the 5 monsters with different attributes. The equipped monster is counted as having the attributes of the discarded monster and gains 500 ATK points. This card can only be activated when all Monster and Spell or Trap Card Zones are occupied. All cards on the field are destroyed and you can Special Summon 3 level 6 or lower monsters from your Graveyard as long as they have the word "Angel" in their name. This card can only be activated if you have "Angel's Land" on the field. All monsters with the word "Angel" in their name gain 300 ATK points and cannot be destroyed by Trap Cards. Once per turn you can equip OR unequip this card to a monster with the word "Angel" in their name. The equipped monster gains 300 ATK points and cannot be destroyed Effect Monsters effects, Spell Cards, or Trap Cards. If the equipped monster would be destroyed this card is destroyed instead. Each time a monster with the word "Angel" in its name is Summoned you can tribute that monster to inflict damage to your opponent equal to the tributed monsters ATK points. When this card is activated you must discard 1 monster with word "Angel" in its name to inflict damage to your opponent equal to the discarded monsters ATK points. As long as this card is on the field this is the only card your opponent can attack. You take no damage involving this card. As long as this card is on the field your opponent cannot flip cards. Once per turn you can equip OR unequip this card to a monster with the word "Angel" in its name. The equipped monster gains 500 ATK and cannot be destroyed by battle. If the equipped monster would be destroyed this card is destroyed instead. This card can only be activated when if you have a monster with the word "Angel" in its name on the field. All monsters with the word "Angel" in their name are returned to your Deck and then your Deck is shuffled. For each card returned to your Deck you gain 500 Life Points. During each of your Standby Phases you can flip a coin. If it lands on Heads this cards Attribute becomes LIGHT. If it lands on Tails this cards Type becomes Winged-Beast. If this card has a WIND and Winged-Beast-Type once per turn you can destroy 1 Spell or Trap Card on the field. If this card is LIGHT attribute and Fairy-Type then once per turn you gain 500 Life Points. Stardust Dragon+ 1 monster with the word "Angel" in its name.Once per turn you can flip a coin and call it. If you call it right this card gains "Stardust Dragon's" effect, this cards name is treated as "Stardust Dragon", and this card is treated as a WIND attribute, Dragon-Type monster until the End Phase. Once per you can flip a coin and call it. If you call it right all LIGHT attribute monsters are destroyed. This card gains 300 ATK points for each LIGHT type monster destroyed by this cards effect until the End Phase. If this is the only card on your side then once per turn you can draw 1 card. Activate 1 of the following effects depending on the card you drew:Spell: Your opponent must discard all Spell Cards in their Hand.Trap: All Spell and Trap Cards are destroyed.Monster: Discard all Monster Cards in your Hand and this card gains 200 ATK points for each discarded monster until your next Standby Phase. If this card is Tribute Summoned by tributing "Warrior for the Angels" it gains ATK points equal to half of the tributed monsters ATK points. If this card is Tribute Summoned by tributing a monster with the word "Angel" in its name other than "Warrior for the Angels" then this card gains 300 ATK points for each monster in your Graveyard with the word "Angel" in its name. When you draw this card you must remove it from play. When this card has been in the removed from play pile for 5 turns it is Special Summoned onto your side of the field. During each of your Standby Phases you can remove this card from play and 1 monster on your opponent's side of the field. Once per turn you can select 1 card in your opponent's Hand and activate 1 of the following effects depending on what type(Spell, Trap, or Monster) the card is:Spell: Your opponent must return 2 cards from their Hand to their Deck and then their Deck is shuffled.Trap: All face-down cards on your opponent's side of the field is removed from until the End Phase of this turn.Monster: All monsters with lower ATK points of the selected monster on your side of the field are now treated as having the same ATK points as the selected monster. This card can only be activated when 1 monster on your side of the field with the word "Angel" in its name is selected as an attack target. The attacking monster is removed from play until your opponent's second Standby Phase after this card is activated. Once per turn you can add 1 Spell or Trap Card from your Graveyard to your Hand as long as this card does not attack this turn. If this card is the only card on your side of the field it cannot be selected as an attack target. Sry about the border. When this card is Summoned you can Special Summon 1 level 3 "Angel" monster from your Hand. If you cannot then this card becomes a level 4 and gains 500 ATK points and is no long treated as a Tuner Monster it is instead treated as an Effect Monster with this effect: If this card is the only card on your side of the field you can tribute this monster to destroy 1 face-up card on the field. This card cannot be Normal Summoned or Set. This card can only be Special Summoned when a monster with the word "Angel" in its name is destroyed. Once per turn you can discard 1 monster with the word "Angel" in its name to have this card gain the discarded monsters Name and Effect until the End Phase. If this card is destroyed while it is called a different name than its original then you can Special Summon a monster from your Graveyard with the same name as this card when it was destroyed. When this card is activated you can Special Summon 1 Fusion Monster from your Extra Deck as long as you send at least 1 of the Fusion Material monsters on the field to your Graveyard. All monsters Special Summoned by this cards effect are treated as Normal Fusion Monsters and cannot use their effects (if any). Each time this card destroys a level 4 monster the zone the monster was in is counted as occupied. If this is the only card on your side of the field your opponent can only have 2 Spell or Trap Cards on the field. If your opponent already has more than 2 Spell or Trap Cards on the field they must return cards to their Hand so that they only have 2 Spell or Trap Cards on the field. Once per turn you can put 1 Illumination Counter to do this card. Each time a card is Set you can remove 1 Illumination Counter to return the Set card to its owners Hand. Each time a card is returned to its owners Hand this card gains 300 ATK points until the End Phase. This card can only be destroyed by a DARK attribute monster. Angel of Darkness+ Cyber AngelOnce per turn you can select 1 card in your opponent's Hand and add it to your Hand. You can give the card back to your opponent if it is a monster and this card gains ATK points equal to half of the ATK points of the monster you gave back to your opponent. Powertool Dragon+ 1 "Angel" monsterWhen this card is Fusion Summoned the cards equipped to "Powertool Dragon" is equipped to this card. Equip Spell Cards that can only be equipped to "Powertool Dragon" can be equipped to this card. If this card would be destroyed 1 of the Equip Cards is destroyed instead. Once per turn you can discard 1 card to add 1 Equip Spell Card from your Graveyard to your Hand. If this card destroys a monster you can destroy 1 of the equipped cards equipped to this card to have this card attack again in a row as long as it attacks a monster (this effect can only be used once per turn). 1 "Angel" Tuner+ "Futuristic Angel"When this card is Synchro Summoned you can remove from play 1 monster on your opponent's side of the field. During each of your Standby Phases you can remove this card from play and 1 card on your opponent's side of the field. When this card has been in the removed from play pile for 3 turns it is Special Summoned to your side of the field. When this card destroys an opponents monster it is removed from play instead of being sent to the Graveyard. This card cannot be Normal Summoned or Set. This card can only be destroyed when a monster on your side of the field is removed from play. Your opponent has to skip their next Main Phase 1 and Battle Phase the turn this card is Summoned. You can discard 2 cards to remove from play 1 monster on your opponent's side of the field. After 2 turns after this card removes a monster from play that monster is Special Summoned to your opponent's side of the field in Defense Position with 1000 more DEF points. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by triubting 1 "Angel of Battle." Once per turn you can destroy 1 face-up card on the field. When this card destroys a monster by battle your opponent must send cards from the bottom of their Deck equal to half of the destroyed monster's level (round down). This card can only be activated when your opponent attacks a monster with the word "Angel" in its name. All monsters on the field with the word "Angel" in their name are destroyed and you gain Life Points equal to the number of cards destroyed by this effect times 800. The turn this card is activated your opponent cannot declare an attack. Cyber Angel+Machine AngelEach time this card destroys an opponent's monster you can return that card to your opponent's Deck and then their Deck is shuffled then randomly select 2 cards in your opponent's Hand. Look at the 2 selected cards and then select 1 of them add that 1 to your Hand discard the other 1. If this card is destroyed you can Special Summon the 2 monsters from the Graveyard that were used to Fusion Summon this card. When this card is Summoned all face-up cards on your opponent's side of the field are flipped face-down. If this card destroys a Defense Position monster it can attack again in a row as long as it attacks another monster on the field. This card can only attack 3 times per turn. Ancient Fairy Dragon+ 1 "Angel" monsterOnce per turn you can Special Summon 1 monster with the word "Angel" in its name (this card cannot attack the turn this effect is activated). If your opponent activates a Field Spell Card you can destroy it and you gain 1200 Life Points. If this card destroys a monster by battle you can discard 1 card for this card to gain 300 ATK points. Black Rose Dragon+ 1 "Angel" monsterWhen this card is Summoned you can destroy all cards on the field except this card(the turn this effect is activated all battle damage done to your opponent is halved). You can remove from play any monster with the word "Angel" in its name from your Graveyard to select 1 monster on your opponent's side of the monster and destroy that monster. If this card destroys a monster on your opponent's side of the field by battle you can pay 500 Life Points to make your opponent send to the Graveyard all monsters with the same name in their Deck or Hand to the Graveyard. Red Eyes Darkness Dragon+ 1 "Angel" monsterThis card gains 400 ATK for each monster in your Graveyard with the word "Angel" in its name. When this card destroys an opponents monster by battle you can remove from play 1 monster in your Graveyard to inflict Damage to your opponent equal to the destroyed monster's ATK. When this card is destroyed you take 2000 Damage. If this card is in your Graveyard you must pay 300 Life Points or it is removed from played. As long as this card is in the Graveyard each time your opponent draws a card they must show it to you and when a monster on your side of the field destroys a monster by battle you can look at your opponent's top card of their Deck without showing them and either put it back on the top or at the bottom of their Deck. This card can only be activated if your opponent attacks a monster with the word "Angel" in its name. The attack is negated and your opponent cannot attack monsters with the word "Angel" in their name for the remainder of the turn.That should do it but if not i have more waiting. Link to comment Share on other sites More sharing options...
Guest dtwrules Posted October 12, 2010 Report Share Posted October 12, 2010 uhmm... i dont stand a chance... Link to comment Share on other sites More sharing options...
Guest Shadowfang1992 Posted October 12, 2010 Report Share Posted October 12, 2010 I think I can forget about keeping track anymore... Link to comment Share on other sites More sharing options...
Guest Razshagaul Posted October 12, 2010 Report Share Posted October 12, 2010 Ah-HA! Now THAT'S what I'm talking about! You shall not win, Dhole, for I, Razshagaul, shall see your downfall! You're reinforcements shall be crushed! Keep track of this, Shadowfang, for you shall see that my factions of Earthbounds and Bunnies shall triumph! I may be new, but I have already created the Swarm, and now the Bunnies are showing themselves! Now I shall demonstrate the power of my Earthbounds and my beloved bunnies! LET IT BEGIN! Seriously though, this is REALLY fun! I'm glad to be in my first card war ^^ This is AWESOME! Link to comment Share on other sites More sharing options...
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