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Yea on ocg i don't really no if im right on any of it, correct it if you feel its necessary, once you don't change effect like you did with Smash and Grab.

 

Oh and im against Divines in game but you could still use divines in fan fic if you wanted (just like some cards are anime only in yugioh)

 

[spoiler=My Divine Card]

46648.jpg

 

Effect - This card is also treated as LIGHT, DARK, FIRE, EARTH, WIND and WATER. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 monster of each Attribute except DIVINE from your Graveyard. When this card is Summoned destroy every other card on the field and both players discard their hands to the Graveyard and then draw 5 cards. This card cannot be destroyed by Spell, Trap or by the effects of Effect Monsters. Once per turn, if this is the only monster card on the field, you can draw 1 card. If this card attacks your opponent directly its ATK is halved until the end of the Battle Phase. If this card would be destroyed by battle, you can pay 2000 Life Points to negate the ATK and destroy the attacking monster, if you use this effect this card loses 1000 ATK.

 

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We do need a fan fic.

btw i need ocg fixes on these 2 cards

they arent yvd format yet

 

Fierce Beast - Axel

Earth

Level 4

Atk : 1800

Def : 1100

When this card is removed from play from the deck, Special Summon it. When this card is removed from play from your hand add 1 "Fierce Beast" monster card from your deck to your hand, shuffle your deck and then place the added card to the top of your deck.

 

Fierce Beast - Zane

Earth

Level 4

Atk : 1000

Def : 200

Once per turn during your Main Phase 2 while you control another "Fierce Beast" monster, you can remove from play 2 cards from your hand and the top 2 cards of your deck to draw 2 cards from your deck and reveal them to your opponent. During the end phase of the turn return 1 card from your hand to the deck and shuffle it, if you dont have any card in your hand pay 1000 Life Points. The effect of "Fierce Beast - Zane" can only be activated once per turn.

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OCG fixes anyone?

 

H Particle | *1 | WATER

[Aqua/Effect]

You can increase this card's Level by 1 for each "H Particle" you control. The effect of "H Particle" can only be used once per turn.

ATK/0 DEF/0

 

Chemical Compund NH3 - Ammonia | *12 | WIND

[Aqua/Synchro/Effect]

1 Tuner + 3 "H Particle"

This card cannot be Special Summoned, except by Synchro Summon. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. If this card battles monster, at the end of Damage Step, you can draw 2 cards.

ATK/0 DEF/0

 

The Mad Chemist | *2 | WIND

[spellcaster/Tuner]

Once per turn, you can increase this card's Level by total amount of Levels of all face-up monsters you control. Once per turn, you can discard 1 card to Special Summon 1 "Particle" monster from your hand, Deck or Graveyard.

ATK/1000 DEF/500

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For our created cards.

It would be fun to see our created cards be used by duelists.

 

I neec to ask on which of these words do you always capitalize the first

deck

graveyard

hand

 

also changed Zane

 

Fierce Beast - Zane

Earth

Level 4

Atk : 1000

Def : 200

During your Main Phase 2 while you control another "Fierce Beast" monster, you can draw 2 cards and then remove from play 2 cards from your hand and the top 2 cards of your deck. During the end phase of the turn return 1 card from your hand to the deck and shuffle it, if you dont have any card in your hand pay 1000 Life Points. The effect of "Fierce Beast - Zane" can only be activated once per turn.

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Okay here is my Sea Guardian Archetype, with some other water cards/Support

 

|Sea Guardian - Churoka|0|TRNE|Sea Serpent/Spirit/Effect|WATER|3||1200|1300|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, add 1 card from your Graveyard to your hand.|

 

|Sea Guardian - Forneus|0|TRNE|Sea Serpent/Spirit/Effect|WATER|5||1900|900|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card can attack your opponent directly.|

 

|Sea Guardian - Nitalla|0|TRNE|Sea Serpent/Spirit/Effect|WATER|7||2400|1900|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, increase your Life Points by 400 for each card on the field.|

 

|Sea Guardian - Zaphar|0|TRNE|Sea Serpent/Spirit/Effect|WATER|4||1700|1400|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy all face-down Spell and Trap cards on the field.|

 

|Sea Guardian - Galmeer|0|TRNE|Sea Serpent/Spirit/Effect|WATER|6||2200|1850|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, inflict 400 damage to your opponent for every card on the field.|

 

|Sea Guardian - Morux|0|TRNE|Sea Serpent/Spirit/Effect|WATER|8||3000|2700|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy all cards on the field except this card.|

 

|Sea Guardian - Inaous|0|TRNE|Sea Serpent/Spirit/Effect|WATER|5||2300|0|This 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. This card can attack twice per turn. When this card attacks, Trap cards cannot be activated.|

 

|Sea Guardian - Tarak|0|TRNE|Sea Serpent/Spirit/Effect|WATER|4||1600|1400|This 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 or flipped face-up. When this card is Normal Summoned, if you have received no damage since your last turn, you can Normal Summon 1 additional Spirit Monster this turn. (Tributes are required for Level 5 or more )|

 

|Sea Guardian - Wyugari|0|TRNE|Fish/Spirit/Effect|WATER|3||1100|1000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn this card is Normal Summoned or flipped face-up. While this card remains face-up on the field, no monsters can be Special Summoned. When this card inflicts Battle Damage to your opponent, you can add 1 Spirit monster from your Deck to your hand.|

 

|Sea Guardian - Ryujin|0|TRNE|Sea Serpent/Effect|WATER|10||3500|3000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 Level 6 or higher "Sea Guardian" monsters from your hand or Graveyard. This card cannot attack your opponent directly. When this card is Summoned, you can discard a number of cards from your hand and then draw 1 card for every 2 cards you discarded. Once per turn, you can remove this card from play until the End Phase to Special Summon 2 Level 4 or lower WATER monsters from your hand, Deck or Graveyard until the End Phase.|

 

|Tyke Fish|0|TRNE|Fish/Effect|WATER|2||800|800|When this card is Summoned, you can add 1 "Sea Guardian" monster to your hand from the Deck.|

 

|The Sea Guardian Summoner|0|TRNE|Aqua/Effect|WATER|4||1600|1400|You can treat this 1 monster as 2 Tribute Monsters for the Tribute Summon of a Spirit monster.|

 

|Sea Goddess - Amphitrite|0|TRNE|Aqua/Effect|WATER|4||1800|1200|When this card is sent to the Graveyard, add 1 Level 6 or higher WATER monster to your hand from the Deck.|

 

|Spirit Troop|0|TRNE|Spell Card|Spell|||||Special Summon 2 "Spirit" Tokens (Fairy-Type, LIGHT, Level 1, 0 ATK, 0 DEF) in Defense Position. These Tokens cannot be used in a Synchro Summon, and cannot be used in a Tribute Summon unless it is for a Spirit Monster.|

 

|Spirit Guard|0|TRNE|Trap Card|Trap|||||Activate this card when a Spirit monster is returned to your hand by its effect and you control no other monsters, during your opponents next turn you cannot be attacked directly.|

 

|Aquatic Ruler|0|TRNE|Aqua/Effect|WATER|8||?|?|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 WATER monsters in your Graveyard. This cards original ATK and DEF are the combined Levels of the 3 monsters removed x200. Once per turn, increase the ATK of 1 face-up WATER monster you control except "Aquatic Ruler" by 500 until the End Phase.|

 

|Bubbles|0|TRNE|Spell Card|Equip Spell|||||Increase 1 WATER monsters ATK and DEF by 600.|

 

|Water Blaster|0|TRNE|Aqua/Effect|WATER|4||1800|0|If this card is destroyed except by battle, Special Summon it during the End Phase.|

 

|Drowned Out|0|TRNE|Trap Card|Trap|||||When a WATER monster you control is attacked activate this card, destroy your attacked card, to destroy all your opponents face-up monsters.|

 

|Rip Tide Rascal|0|TRNE|Aqua/Effect|WATER|4||1500|1300|When this card is Normal Summoned, you can pay 2000 Life Points to Special Summon 1 "Rip Tide Rascal" from your hand or Deck. When this card is the only face-up WATER monster you control it gains 200 ATK. Once per turn, you can discard 1 card from your hand to look at 1 random card in your opponent's hand. When this card is destroyed and sent to the Graveyard except by battle add 1 WATER monster to your hand from the Deck.|

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My Woodland Set could count as a strong Burn Deck, plus an archtype.

 

|Woodland Sword|0|TRNE|Spell Card|Spell||Equip|||This card may only be equipped to a "Woodland" card. Increase the equipped monsters ATK by 1000. Once per duel, if this card is sent to the Graveyard, place it into your hand.|

 

|Woodland Bow|0|TRNE|Spell Card|Spell||Equip|||This card may only be equipped to a "Woodland" card. Increase the equipped monsters ATK by 200. The equipped card can attack your opponent directly. Once per duel, if this card is sent to the Graveyard, place it into your hand.|

 

|Woodland Boomerang|0|TRNE|Spell Card|Spell||Equip|||This card may only be equipped to a "Woodland" card. Increase the equipped monsters ATK by 300. 3 times per duel, if this card is sent to the Graveyard, place it into your hand.|

 

|Woodland Shield|0|TRNE|Spell Card|Spell||Equip|||This card may only be equipped to a "Woodland" card. Increase the equipped monsters DEF by 700. Once per duel, if this card is sent to the Graveyard, place it into your hand.|

 

|Woodland Armory|0|TRNE|Spell Card|Spell||None|||Activate this card whilst you have a 'Woodland Swordsman', a 'Woodland Bowman' and a 'Woodland Defender' on your side of the field. Equip a 'Woodland Sword' from your deck or hand to 'Woodland Swordsman', a 'Woodland Bow' from your deck or hand to 'Woodland Bowman' and a 'Woodland Shield' from your deck or hand to 'Woodland Defender', then shuffle your deck.|

 

|Woodland Revenge|0|TRNE|Spell Card|Spell||None|||Special Summon a 'Woodland Swordsman', a 'Woodland Bowman' and a 'Woodland Defender' from your Graveyard.|

 

|Woodland Swordsman|0|TRNE|Plant|Earth|3||900|400|Whilst 'Woodland Sword' is equipped to this card, this card inflicts piercing damage. Once per turn discard an equip spell from this card to inflict 200 points of damage to your opponent.|

 

|Woodland Bowman|0|TRNE|Plant|Earth|3||900|400|Whilst 'Woodland Bow' is equipped to this card, this card may attack twice during the same battle phase. Once per turn discard an equip spell from this card to inflict 150 points of damage to your opponent.|

 

|Woodland Defender|0|TRNE|Plant|Earth|3||900|400|Whilst 'Woodland Shield' is equipped to this card, this cards original DEF raises to 1800. Whilst this card is in defense position, your opponent can only choose this card as an attack target. Discard an equip spell equipped to this card to gain 200 Life Points.|

 

|Woodland Tribal Attack Force|0|TRNE|Plant/Fusion/Effect|Earth|12||900|400|2 or more 'Woodland' monsters

This card gains 900 ATK and 400 DEF for every monster used to Fusion summon this card. Discard an Equip Spell equipped to this card to inflict 1000 points of damage to your opponent.|

 

|Woodland Hunter|0|TRNE|Plant/Effect|Earth|3||900|400|Discard an equip spell from this card to inflict 200 points of damage to your opponent. If you use the same equip spell card to activate this effect more than once in a turn, inflict 700 points of damage instead.|

 

|Woodland Shaman|0|TRNE|Plant/Tuner|Earth|3||900|400|Increase the ATK of all "Woodland" cards by 100. Whilst a 'Woodland Staff' is equipped to this card, increase the ATK of all "Woodland" cards by by a further 300.|

 

|Woodland Staff|0|TRNE|Spell Card|Spell||Equip|||This card may only be equipped to a card with an original ATK of 900. The equipped card gains 700 ATK. All battle damage dealt to your opponent by the equipped card becomes 0.|

 

|Woodland Goddess|0|TRNE|Plant/Synchro/Effect|Earth|9||900|400|1 'Woodland' Tuner + 1 or more Non-Tuner 'Woodland' monsters

For each card used to Synchro Summon this card, this card gains 700 ATK and DEF points. This card gains an additional 300 ATK and DEF points each time you inflict damage outside your battle phase. This card is not affected by the effects of your opponents Spell or Trap cards.|

 

|Woodland Haven|0|TRNE|Spell Card|Spell||Field||| All 'Woodland' cards gain 100 ATK and 200 DEF.|

 

|Woodland Tribe|0|TRNE|Spell Card|Spell||||||Pay 3000 Life Points. You may only activate this card whilst there is one face up 'Woodland Shaman' on the field. Destroy up to 5 cards on the field, and special summon up to 4 'Woodland Villager' Tokens on your side of the field (EARTH/Plant-Type/Level 3/900 ATK/400 DEF)|

 

 

 

 

Altered and nerfed, but I think this would be a good burn attribute.

 

 

And for remove from play:

 

|Coral Ocean Dragon|0|TRNE|Dragon/Effect|Water|4||100|800|When this card Summonned, you can remove it from play to special summon 2 "Coral Ocean Dragon" from your hand or deck. When this card is destroyed, it is automatically removed from play. Remove from play 1 card in your hand to destroy 1 Spell or Trap card on your opponents side of the field.|

 

 

Just a card I made a while ago.

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Thanks glad you like them, we had no spirits so i had these made and would like to see what they play like.

 

I actually really like your cards as well, i love how they all really play off each other.

 

I have 1 question you no on Woodland Tribal Attack Force & Goddess, do they gain the attack for every single monster or just any extra.

 

Example i summon Tribal with just 2 WL monsters, is his attack 2700 and DEF 1200

 

 

Yea and its TRNE - The Rising of a New Era

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|Heavy Metal Skullcrusher|x|xxxx|Dragon/Effect|Earth|7||2000|2600|This card's name is treated as "Heavy Metal Dragon" while on the Field. You can Tribute Summon this card by tributing 1 "Heavy Metal Dragon" you control. Once per turn, pay 1000 Life Points and activate 1 of the following effects: -Destroy 1 monster and 1 Spell, or Trap card on the Field. -Switch the ATK and DEF of This card until the End Phase.|

 

 

I have a question:

 

Destroy 1 monster AND 1 Spell OR Trap,

 

or destroy 1 monster, OR, Trap, OR Spell.?

 

The wording is very confusing.... at least to me xD

 

 

Further Heavy Metal Support:

 

|Heavy Metal Combat Strategy|0|TRNE|Trap Card|Trap||Continuous|||All "Heavy Metal" monsters you control gain 300 ATK for every Equip Spell Card you control. Once per turn, you can discard 1 card to Normal Summon a "Heavy Metal" monster in addition to your Normal Summon or Set this turn. |

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Okay here is my Sea Guardian Archetype, with some other water cards/Support

 

|Sea Guardian - Churoka|0|TRNE|Sea Serpent/Spirit/Effect|WATER|3||1200|1300|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, add 1 card from your Graveyard to your hand.|

Limited

 

|Sea Guardian - Forneus|0|TRNE|Sea Serpent/Spirit/Effect|WATER|5||1900|900|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card can attack your opponent directly.|

 

|Sea Guardian - Nitalla|0|TRNE|Sea Serpent/Spirit/Effect|WATER|7||2400|1900|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, increase your Life Points by 400 for each card on the field.|

 

|Sea Guardian - Zaphar|0|TRNE|Sea Serpent/Spirit/Effect|WATER|4||1700|1400|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy all face-down Spell and Trap cards on the field.|

Semi-Limited

 

|Sea Guardian - Galmeer|0|TRNE|Sea Serpent/Spirit/Effect|WATER|6||2200|1850|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, inflict 400 damage to your opponent for every card on the field.|

 

|Sea Guardian - Morux|0|TRNE|Sea Serpent/Spirit/Effect|WATER|8||3000|2700|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy all cards on the field except this card.|

Limit

 

|Sea Guardian - Inaous|0|TRNE|Sea Serpent/Spirit/Effect|WATER|5||2300|0|This 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. This card can attack twice per turn. When this card attacks, Trap cards cannot be activated.|

 

|Sea Guardian - Tarak|0|TRNE|Sea Serpent/Spirit/Effect|WATER|4||1600|1400|This 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 or flipped face-up. When this card is Normal Summoned, if you have received no damage since your last turn, you can Normal Summon 1 additional Spirit Monster this turn. (Tributes are required for Level 5 or more )|

 

|Sea Guardian - Wyugari|0|TRNE|Fish/Spirit/Effect|WATER|3||1100|1000|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn this card is Normal Summoned or flipped face-up. While this card remains face-up on the field, no monsters can be Special Summoned. When this card inflicts Battle Damage to your opponent, you can add 1 Spirit monster from your Deck to your hand.|

Semi-Limit

 

|Sea Guardian - Ryujin|0|TRNE|Sea Serpent/Effect|WATER|10||3500|3000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 Level 6 or higher "Sea Guardian" monsters from your hand or Graveyard. This card cannot attack your opponent directly. When this card is Summoned, you can discard a number of cards from your hand and then draw 1 card for every 2 cards you discarded. Once per turn, you can remove this card from play until the End Phase to Special Summon 2 Level 4 or lower WATER monsters from your hand, Deck or Graveyard until the End Phase.|

Not sure about this but maybe Semi-Limit?

 

|Tyke Fish|0|TRNE|Fish/Effect|WATER|2||800|800|When this card is Summoned, you can add 1 "Sea Guardian" monster to your hand from the Deck.|

No drawback at all? Banned unless you can change it

 

|The Sea Guardian Summoner|0|TRNE|Aqua/Effect|WATER|4||1600|1400|You can treat this 1 monster as 2 Tribute Monsters for the Tribute Summon of a Spirit monster.|

 

|Sea Goddess - Amphitrite|0|TRNE|Aqua/Effect|WATER|4||1800|1200|When this card is sent to the Graveyard, add 1 Level 6 or higher WATER monster to your hand from the Deck.|

Semi-Limit

 

|Spirit Troop|0|TRNE|Spell Card|Spell|||||Special Summon 2 "Spirit" Tokens (Fairy-Type, LIGHT, Level 1, 0 ATK, 0 DEF) in Defense Position. These Tokens cannot be used in a Synchro Summon, and cannot be used in a Tribute Summon unless it is for a Spirit Monster.|

 

|Spirit Guard|0|TRNE|Trap Card|Trap|||||Activate this card when a Spirit monster is returned to your hand by its effect and you control no other monsters, during your opponents next turn you cannot be attacked directly.|

 

|Aquatic Ruler|0|TRNE|Aqua/Effect|WATER|8||?|?|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 WATER monsters in your Graveyard. This cards original ATK and DEF are the combined Levels of the 3 monsters removed x200. Once per turn, increase the ATK of 1 face-up WATER monster you control except "Aquatic Ruler" by 500 until the End Phase.|

 

|Bubbles|0|TRNE|Spell Card|Equip Spell|||||Increase 1 WATER monsters ATK and DEF by 600.|

 

|Water Blaster|0|TRNE|Aqua/Effect|WATER|4||1800|0|If this card is destroyed except by battle, Special Summon it during the End Phase.|

 

|Drowned Out|0|TRNE|Trap Card|Trap|||||When a WATER monster you control is attacked activate this card, destroy your attacked card, to destroy all your opponents face-up monsters.|

 

|Rip Tide Rascal|0|TRNE|Aqua/Effect|WATER|4||1500|1300|When this card is Normal Summoned, you can pay 2000 Life Points to Special Summon 1 "Rip Tide Rascal" from your hand or Deck. When this card is the only face-up WATER monster you control it gains 200 ATK. Once per turn, you can discard 1 card from your hand to look at 1 random card in your opponent's hand. When this card is destroyed and sent to the Graveyard except by battle add 1 WATER monster to your hand from the Deck.|

Semi-Limit

 

 

Asking if Klavier agrees.

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I have a question:

 

Destroy 1 monster AND 1 Spell OR Trap, Yes

 

or destroy 1 monster, OR, Trap, OR Spell.? No

 

The wording is very confusing.... at least to me xD

 

 

Further Heavy Metal Support:

 

|Heavy Metal Combat Strategy|0|TRNE|Trap Card|Trap||Continuous|||All "Heavy Metal" monsters you control gain 300 ATK for every Equip Spell Card you control. Once per turn, you can discard 1 card to Normal Summon a "Heavy Metal" monster in addition to your Normal Summon or Set this turn. |

This, + Skullcrusher + Drill = winsauce

[spoiler=Cards]

|Weak King|1|xxxx|Warrior/effect|Fire|2||200|150|If you control 2 or more Level-2 or lower monsters, Special Summon this card from your Hand. This card gains 200 ATK for each Level-4 or lower monster in your Hand. Once during either player's turn, you can discard 1 Level-4 or lower monster to negate an attack.|

 

|4-Clawed Ocean Ogre|2|xxxx|Beast/Effect|Water|4||1000|1250|This card is treated as a Level-2 monster while on the Field or in your Hand. During your opponent's Battle Phase, you can tribute this card to Special Summon 2 Level-1 monsters from your Deck.|

 

|Insect of Lancaster|3|xxxx|Insect/Effect|Wind|1||0|0|FLIP: Destroy 1 face-down card on the Field. If this card is destroyed by battle, Special Summon it from your Graveyard during the End Phase.|

 

|Battle Fairy|4|xxxx|Fairy/Effect|Light|1|100|0|When this card declares an attack, Switch this card to defense position and return 1 card on the Field to the owners Hand. During their End Phase, the can Special Summon the returned monster ignoring it's Summoning conditions and this card is switched to attack position.|

 

|Searcher of Weakness|7|xxxx|Spellcaster/Effect|Dark|1||200|300|You can discard from your this card Hand to add 1 "Land of the Weak" or 1 Level-2 or lower monster from your Deck to your Hand.|

 

|Mechanical Slicer|8|xxxx|Machine/Effect|Earth|3||1600|0|When this card attacks a defense position monster, send the top card of your Deck to the Graveyard. Both players draw 1 card and place up to 2 cards in their Hand to the top of their Deck.|

 

|Laser Cannon Searcher|9|xxxx|Machine/Effect|Fire|5||2100|2000|You can remove from play 1 card you control to Special Summon this monster from your Hand. This card cannot be targeted for an effect monsters effect. During your Draw Phase, you can tribute 1 card you control to add 1 card from your Graveyard to your Hand instead of drawing.|

 

|Slicing Laser Drill|11|xxxx|Machine/Fusion/Effect|Water|9||3500|3000|"Laser Cannon Searcher" + "Mechanical Slicer" + "Drill Mech". This card inflicts Piercing Damage. Each time you draw a card, except by this card's effect or during the Draw Phase, add 1 Machine-type monster from your Graveyard to your Hand. Once per turn, you can activate 1 of the following effects: -Discard 2 cards from the top of your Deck and destroy 1 monster on the Field. -Draw 1 card and both players return 1 card in their removed from play pile to their Deck. -Pay 500 Life Points. switch the battle position of 1 monster on the Field until the End Phase.|

 

|Lagasaorus-Rex|14|xxxx|Machine/Effect|Light|2||300|400|When this card is destroyed by battle by a Level-5 or higher monster, pay 700 Life Points and discard 1 card. End the Battle Phase.|

 

|Heavy Metal Revenge Blade|x|xxxx|Spell Card|Spell||Equip|||Select and Special Summon 1 Level-3 or lower "Heavy Metal Dragon" in your Graveyard that was destroyed by battle. Special Summon that monster and equip this card to it. That monster gains 300 ATK. When that monster inflicts battle damage, send the top card of your opponent's Deck to the Graveyard.|

 

|Heavy Metal Silver Wing|x|xxxx|Dragon/Effect|Earth|3||1300|1200|Once per turn, select 1 Equip Spell card in your Graveyard except "Heavy Metal Revenge Blade" and add it to your Hand. This card gains 100 ATK for each Equip Spell card on the Field that is not equipped to this card.|

 

|Heavy Metal Saw|x|xxxx|Trap Card|Trap|||||Both players discard 2 cards and draw 3 cards. The inflict damage equal to the amount of "Heavy Metal Dragon(s)" in you Hand x100 to your opponent.|

 

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Thanks glad you like them, we had no spirits so i had these made and would like to see what they play like.

 

I actually really like your cards as well, i love how they all really play off each other.

 

Thanks. I hope the weakness of the cards themselves (900 ATK and 400 DEF) ofset the massive burn damage. See Hunter + Boomerang. Since it uses the same card up to 3 times plus the original shot, it is potentially 200 + (700*3), which is 2300.

 

I have 1 question you no on Woodland Tribal Attack Force & Goddess, do they gain the attack for every single monster or just any extra.

 

Yep - WL Goddess SHOULD (assumming no level changes) Have 3K ATK, and be gaining for all the burn damage. Which is a fair amount, considering Woodland Tribe set's it up nicely. Tribal force would be 2700 ATK with 2 cards, then increasing by 900 each extra card. And yes, Woodland Tribe just got even more broken. Methinks it will get a limited / forbidden. Even for 3000 Life Points. owowow

Example i summon Tribal with just 2 WL monsters, is his attack 2700 and DEF 1200

 

Yes. Simply because teamwork makes them stronger. Honest. (Might change that though)

 

Yea and its TRNE - The Rising of a New Era

 

Thanks. Edited.

 

And my fanfic charector - He's called Gregor. Sounds like a forest like name.

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