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Duelist Pack - Bakura


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Yes, folks! We got Marik's cards, and now it's time for us to get more of Bakura's. Yami Bakura, in my opinion, had one of the strangest and coolest decks in the series (except when he was first introduced). Because of that, I've decided to remake some of his cards from the anime, and make a Millenium Ring card for no reason as well. Tell me what you think, and please feel free to give me any suggestions. Especially for characters whose cards you would like to see remade.

[spoiler="Bakura's Monsters"]Duke of Demise
Dark/Zombie/5/2000/1700
You can Special Summon this card from your hand or Graveyard by sending a total of 2 Zombie- or Fiend-Type monsters from your hand and/or your side of the field to the Graveyard. This card cannot be destroyed by battle. During each of your Standby Phases, pay 500 Life Points or destroy this card.
(Was originally a pseudo-Fusion, but I decided this worked a lot better for it)

Diabound Kernel
Dark/Fiend/5/1800/1200
Once per turn, you can equip this card to a face-up monster your opponent controls, OR unequip it to Special Summon this card face-up on your field. The equipped monster loses 1800 ATK, and if the equipped monster is destroyed by battle, Special Summon this card face-up on your side of the field. If this card destroys an opponent's monster by battle, it gains that monster’s effect(s) until the End Phase of your next turn.

Disgraceful Mage
Dark/Zombie/4/1700/1400
When this card destroys an opponent's monster by battle, return that monster to its owner's Deck instead of sending it to the Graveyard. If you would take Battle Damage from a battle involving this card, you can return this card, and if there are any cards in your hand, 1 of those cards to your Deck to reduce that damage to 0.

Necro Jar
Dark/Zombie/3/1100/800
If this card is destroyed by battle, your opponent must send from the top of their Deck to the Graveyard a number of cards equal to each increment of 300 damage you took from that battle.
(Wasn't quite sure how to word this, but I tried)

Necro Soldier
Fire/Zombie/4/1000/0
During each of your opponent’s Standby Phases, Special Summon 1 “Necro Soldier” from your hand, Deck, or Graveyard in face-up Defense Position. That monster’s effect cannot be activated this turn.
(Gave it some ATK so it didn't have to be put in defense, and so that it can actually be used for something)

Necro Wall
Dark/Zombie/1/0/500
When this card is Normal Summoned, switch it to face-up Defense Position. During each of your End Phases, Special Summon a number of “Necro Wall Token”(s) (Dark/Zombie/1/0/0) up to the number of face-up Fiend- or Zombie-Type monsters on your side of the field.

Necroquinn
Dark/Zombie/3/500/500
This card counts as 2 monsters for the effect of “Counterbalance”. Once per turn, you may Special Summon 1 “Necroquinn” from your hand, Deck, or Graveyard. That monster’s effect cannot be activated this turn.
(Reduced the need for a crappy Trap to be used in tandem with it, and also gave it a bonus effect.)[/spoiler]
[spoiler="Bakura's Spells"]Sword of Spirit Sealing
Normal Spell Card
Pay 1000 Life Points. Select and remove from play 1 monster on the field, and its effect(s) is negated. After activation, this card remains face-up on the field. The removed monster cannot be Special Summoned as long as this card remains face-up on the field.

Dark Sanctuary
Field Spell Card
As long as this card is face-up on the field, you can activate Spell and Trap Cards in your Monster Card Zones. While “Dark Necrofear” is on your side of the field or in your Graveyard, this card cannot be destroyed by your opponent’s card effects and you may negate the first attack your opponent declares during each of their turns.
(Its cost was rid of in favor of simplifying the card and nerfing its effect)

Grief Tablet
Equip Spell Card
The equipped monster cannot declare an attack, change its battle position, or activate its effect(s).
(Nerfed it a bit. Was way too punishing before)

Spirit Illusion
Equip Spell Card
After activation, Special Summon 1 "Doppelganger Token" with the same ATK, DEF, Level, Attribute, and Type as the equipped monster. This Token gains the same effects as the equipped monster. If this card is removed from the field, destroy the "Doppelganger Token" and take damage equal to half its ATK.
(The damage thing was added to keep from making this card overpowered)

Counterbalance
Continuous Spell Card
During each player’s End Phase, the turn player must send a number of cards from the top of their Deck to the Graveyard equal to the number of monsters on the field.

Cursed Twins
Continuous Spell Card
When this card is activated and during each of your Standby Phases, flip a coin. This card’s effect becomes the following based on the result until the End Phase of your opponent’s next turn: *Heads: Gain 200 Life Points for each card sent to the Graveyard. *Tails: The number of monsters on your side of the field is treated as 5 for all card effects. In addition, cards cannot be sent from your Deck to the Graveyard by card effects.
(Effect before was impossible to trick someone into using, so I made it random instead)[/spoiler]
[spoiler="Bakura's Traps"]
Rebirth Tablet
Normal Trap Card
Activate only when a monster on your side of the field is destroyed. Special Summon another monster from your Graveyard with an ATK equal to or lower than the ATK of the destroyed monster.

Spirit Shield
Continuous Trap Card
When an opponent's monster declares an attack, you can remove from play 1 Fiend-Type or Zombie-Type monster from your Graveyard to negate that attack. If there are no Fiend- or Zombie-Type monsters in your Graveyard, destroy this card.

Narrow Corridor
Continuous Trap Card
Your opponent may only declare an attack with up to 2 monster during each of their Battle Phases.

Fearful Earthbound
Continuous Trap Card
Each time your opponent’s monster declares an attack, they take 500 damage.

Millenium Ring
Continuous Trap Card
Once per turn, you can Tribute a Fiend- or Zombie-Type monster on your side to activate 1 of the following effects:
*During your opponent's next Battle Phase, you may negate 1 of their attacks and inflict damage to your opponent's Life Points equal to the attacking monster's Level x100..
*Add 1 monster from your Deck or Graveyard of a lower Level to your hand.
[/spoiler]
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[quote name='Ghostmyth' timestamp='1291703408' post='4835614']
You could really make your opponent lose cards if you combine necro jar with alchemy cycle. I think Necro Jar just has too many combos is all, and "Rounded up" should probably be changed to "Rounded Down"
[/quote]
The thing is, you would have to take a load of damage for this card to be effective, which is what keeps it from being way overpowered. If they ram you with a 2800 beater, they still only lose 7 cards from their deck, and you lose 1700 Life Points. That's 2 cards better than Needle Worm, but at the cost of LPs. For this card's effect to be as useful as Needle Worm, you have to take at least 1001 damage. Which means your opponent has to attack you (or you suicide) into a 2101+ ATK monster.

EDIT: I edited Necro Jar so it made more sense, and that also weakened it.
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Well, seeing as Zombies are supposed to swarm it seems like it wouldn't be too costly. Should I take away his 500 Life Points cost?

EDIT: No, I shouldn't get rid of the cost, because basically this card allows for a free wall whenever you can get it out. Every few turns you can pop him out of the Grave for protection, and plus you could use him for Synchros.
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