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Supernova Remnants


Stan Alda

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I've been kicking around the astrophysics and cosmology areas of Wikipedia for the past few hours, and I'm fascinated by the concepts of [i]stellar remnants[/i]: the...things that remain after a star collapses. The reason I said "things" is that stellar remnants are just plain [i]weird[/i]. White dwarfs are simple enough; they're mostly burned-out stars. But stars entirely made of neutrons, or even quarks? Black holes? [i]Starquakes?[/i] Scary stuff. So, it's only natural to apply dense astrophysics to childrens' card games!

Hence the [i]Supernova Remnant[/i] set. This very small set is composed of various star-like things that form in the wake of a dying star. To summon them, you must remove one of your own monsters from play with "Monster Supernova". Level 5 or lower gives you a weak white dwarf, but level 9 or higher produces a full-blown [i]black hole[/i].

All of the "Supernova Remnants" cannot be removed from the field by any battle or effects (except, in the case of White Dwarf, its own), take no damage from battle, but have 0 ATK and DEF and can't attack themselves.

[i][b]PROS:[/b][/i][list]
[*]Strong wall/lockdown
[*]Small number of cards makes them manageable
[*]You'll likely only need one of each card; redundancy isn't necessary
[*]Virtually impossible to remove from the field
[/list]
[i][b]CONS:[/b][/i][list]
[*]Weak offense
[*]Most cards' effects require opponent to attack them (unless you use "Starquake")
[*]Virtually impossible to remove from the field when you're done with them
[*]Stronger monsters require sacrificing high-level monsters
[*]Effects don't quite jive with traditional Psychic strategy
[*]Vulnerable to effect-negating cards like "Skill Drain"
[/list]
[i][b]SUGGESTED STRATEGY:[/b][/i]
Since they negate attacks made against them, these can effectively render a traditional beatdown impossible. But despite the small number of cards, their effects are almost purely defensive, and they require high-level sacrifices to get on the field; therefore, they are not very splashable. With the exception of "Neutron Pulsar", they have no directly offensive effects, so make sure to have some sort of strong offense. In addition, they are all Psychic monsters, so Psychic support is a must. Because their summoning requirements are much like those of Ritual Monsters, add some level-manipulating cards like the (appropriately named) TCG card "Greed Quasar".

Because each of these has a different effect, it's best to focus one one SR or the other, instead of all of them simultaneously. This is especially true for "Black Hole", as it has the most specific Summoning requirements and does not work with "Starquake" (under Support/Anti). Each card has a small blurb about suggested strategies, while the CCD below attempts to use all of them together.
[b][i]SUGGESTED COUNTERS:[/i][/b]
The best way to counter the "Supernova Remnants" is to from being summoned in the first place. "Monster Supernova" is just an ordinary Spell card, so any anti-Spell will work.
Of course, if your opponent already has one on the field, you'll have a bit of a poser. Aside from the included anti card "Hawking Radiation", they cannot be removed from the field by conventional means. Therefore, you'll need to work [i]around[/i] their powerful defensive effects. The best way by far is to negate their effects with cards like like "Skill Drain"; their 0 ATK/DEF means that they are completely helpless against Skill Drain offense. If you don't have any negation cards, prepare for a long and grueling duel; use non-targeting mill/burn cards, like the "Gift Card"/"Bad Reaction to Simochi" combo.

[spoiler=Supernova Remnant CCD (WORK IN PROGRESS)]
[i][b]Monsters:[/b][/i]
SR Black Hole X1
SR White Dwarf X2
SR Neutron Pulsar X2
SR Quark Star X1
Patrician of Darkness X3
Lava Golem X2
Greed Quasar X2
Old Vindictive Magician X3
Doctor Cranium X3
Serene Psychic Witch X3
Final Psychic Ogre X2
Master Gig X1
Psi-Beast X3
[b][i]Total Monster Cards: 28[/i][/b]

[b][i]Spells:[/i][/b]
Psychokinesis X2
Monster Supernova X3
Starquake X3
Final Countdown X1
Stellar Kinematics X3
[i][b]Total Spell Cards: 11[/b][/i]

[b][i]Traps:[/i][/b]
Past Image X2
Hawking Radiation X1
[i][b]Total Trap Cards: 3[/b][/i]

[b][i][u]Grand Total: 43[/u][/i][/b][/spoiler]

[spoiler=Main Cards][img]http://img827.imageshack.us/img827/9092/190391v.jpg[/img]
[b][i]Monster Supernova[/i][/b]
SPELL
Activate only by banishing one Monster you control. Then resolve the proper effect according to the banished monster's level.
-5 or lower: Special Summon 1 "Supernova Remnant: White Dwarf" from your hand or Deck.
-6, 7 OR 8: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.
-9 or higher: Special Summon 1 "Supernova Remnant: Black Hole" from your hand or Deck.
[i][b]Obviously, you'll need this for an SR deck. Bear in mind that it is not a Ritual Spell card, so Ritual support like won't work.[/b][/i]

[img]http://img231.imageshack.us/img231/4109/190391.jpg[/img]
[b][i]Supernova Remnant: White Dwarf[/i][/b]
LIGHT
Lvl 7
Psychic/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. All battle damage inflicted by battles involving this card is reduced to 0. Each time a Monster is Summoned or taken control and is placed in one of the Monster Card Zones adjacent to this card, put 1 Spell Counter on it. By tributing this card with 3 Spell Counters on it: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.
0/0
[b][i]This card is not very useful on its own; it's meant to be an easier, albeit slower method of getting "Neutron Pulsar", and by extension "Quark Star".[/i][/b]

[img]http://img856.imageshack.us/img856/2250/190391y.jpg[/img]
[b][i]Supernova Remnant: Neutron Pulsar[/i][/b]
LIGHT
Lvl 9
Psychic/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Once per turn, destroy the monster on your opponent's Monster Card Zone on the same column as this card. You cannot activate this effect the turn this card is Summoned.
0/0
[i][b]This is the only directly offensive monster in this set. Its effect can render the Monster Zone opposite it unusable half the time. Use "Stellar Kinematics" (under Support/Anti) to aim it, and "Starquake" (under Support/Anti) to boost its firepower.[/b][/i]

[img]http://img510.imageshack.us/img510/7994/190391s.jpg[/img]
[b][i]Supernova Remnant: Quark Star[/i][/b]
DIVINE
Lvl 10
Psychic/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Supernova Remnant: Neutron Star" you control. This card cannot attack and cannot be removed from the field by battle or Card Effects. If this card is attacked, the attacking monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as this card. All battle damage inflicted by battles involving this card are reduced to 0.
0/0
[i][b]This is probably the weirdest card in the set. This basically turns the attacking card into another "Quark Star", thus shutting down their offense (especially if they focus on a single big beatstick). The primary problem is that your opponent also has an extremely strong wall on their side of the field, and so you'll be fighting against one of your own cards in that respect. For this reason, you always should keep a counter-"Supernova Remnant" card in your deck, preferably "Hawking Radiation" (under Support/Anti). It's probably better to summon this with Monster Supernova rather than Neutron Star; that way, you won't need to sacrifice offense for this quantum strangelet.[/b][/i]

[img]http://img252.imageshack.us/img252/4109/190391.jpg[/img]
[b][i]Supernova Remnant: Black Hole[/i][/b]
DARK
Lvl 12
Psychic/Effect
This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by battle or Card Effects. Monster Card zones at both sides of this card cannot be used. If this card is attacked, banish the attacking monster without applying damage calculation. Any monster destroyed by battle or by card effects is banished instead of being sent to the Graveyard.
0/0
[i][b]While its first effect is rather simple (think D.D. Warrior), the second makes destruction effects much more risky for both players. If you focus on this card, you'll absolutely need Monster Supernova, as none of the other cards can offer themselves for this monster. In addition, Starquake does not mention this card, so its effects are entirely passive. Try adding this to a D.D. deck; you'll need the Banish support.[/b][/i]
[/spoiler]

[spoiler=Support/Anti][img]http://img440.imageshack.us/img440/4109/190391.jpg[/img]
[b][i]Starquake[/i][/b]
SPELL
Activate this card only if you control at least 1 "Supernova Remnant" monster. Pay 1000 Life Points and activate 1 of these effects:
--If you control at least 1 "Supernova Remnant: White Dwarf", destroy 1 monster with less than 2000 ATK or DEF on your opponent's side of the field and place 1 Spell Counter on "Supernova Remnant: White Dwarf".
--If you control at least 1 "Supernova Remnant: Neutron Pulsar", destroy 1 monster on your opponent's side of the field. If there is a Spell or Trap card on your opponent's side of the field in the same column as the destroyed monster, destroy that card. If not, inflict 1000 damage to your opponent's Life Points.
--If you control at least 1 "Supernova Remnant: Quark Star" select 1 monster on your opponent's side of the field. The selected monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as "Supernova Remnant: Quark Star".
[i][b]This gives SRs some actual offense. Make sure to have this, especially if you focus on Neutron Pulsar. Be very careful with Quark Star, however; don't go creating Quark Stars on your opponent's side of the field willy-nilly. Also note that this card does not work with Black Hole.[/b][/i]

[img]http://img845.imageshack.us/img845/1258/190391d.jpg[/img]
[b][i]Stellar Kinematics[/i][/b]
SPELL
Move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone.
[i][b]This extremely simple card could theoretically fit into a lot of decks as a staple, but here it's used to "aim" Neutron Pulsar.[/b][/i]

[img]http://img714.imageshack.us/img714/1258/190391d.jpg[/img]
[b][i]Hawking Radiation[/i][/b]
TRAP
Target 1 "Supernova Remnant" monster; equip this card to that target. Inflict 500 damage to the Life Points of the equipped card's controller during their Standby Phase. After 3 turns have passed (counting the turn you activate this card as the 1st turn), during the End phase of your turn, banish the equipped monster.
[i][b]This is the only card specifically made to counter SRs. Always have at least one of these if you run Quark Star; if you don't, both players could have impenetrable walls of their fields, grinding the game to a halt.[/b][/i]
[/spoiler]
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Sorry to say this, but...
I don't think these are even monsters to start with, it's a natural phenomenon...
And once this card steps up the field, the battle will have no advance, though I like the idea of making your enemy no chance to move on,
And the 'monsters' are roughly the same...
Overall, good, but a little bit imbalanced and some repairing would be good...
Please accept my humble comments... :D

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[quote name='kenxisonline' timestamp='1305985851' post='5222681']
Sorry to say this, but...
I don't think these are even monsters to start with, it's a natural phenomenon...
And once this card steps up the field, the battle will have no advance, though I like the idea of making your enemy no chance to move on,
And the 'monsters' are roughly the same...
Overall, good, but a little bit imbalanced and some repairing would be good...
Please accept my humble comments... :D
[/quote]

Much appreciated. By my analysis, I don't quite see what is imbalanced about them. They're good at stalling, but that's about it. Black Hole is also very tough to get out, since you need to sacrifice a Level 9 or higher monster; those don't come cheap. The reason they're all similar is because their real-life analogues are formed via roughly the same process; the main difference is in scale. I appreciate your politeness, though.

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You have an interesting concept in "Monster Supernova", but the monster cards are awful. They are at best poor walls giben how hard to summon they are (plus banishing is all the rage these days, and a single Penguin Soldier will probably cause you to lose the duel), and provide virtually no additional chance of winning the duel in their current form.

On a lore level, I think a "list" format is better suited to "Monster Supernova:" (using Problem-solving OCG)


Select 1 monster you control: Banish it; Special Summon one of the following monsters from your Hand or Deck depending on the Level of the Banished monster:
*Level 5 or lower: "Supernova Remnant: White Dwarf"
*Level 6 to 8: "Supernova Remnant: Neutron Pulsar"
*Level 9 or higher: "Supernova Remnant: Black Hole"

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What the...? I had given this set up for dead!


[quote name='shadowuchiha08' timestamp='1309326952' post='5318973']
I agree. this is nothing but a stalling archtype. do damage is done to the opposing player. Tip: work on Card Effect and make sure they have smooth grammer
[/quote]
...I'm not quite sure what you mean by that. Yes, I meant this to be a stalling archetype. And as for grammar...well, you might want to work on your spelling a little...


[quote name='Fuzzpupp' timestamp='1309409500' post='5321480']
If set had more cards to balance it out it would be alot better. 3/8 other than that i like it
[/quote]
Unfortunately, there aren't a whole lot of ways a star can go when it "goes boom"; which it becomes is mostly dictated by mass. White dwarfs, neutron stars, and black holes are the big three; there are different kinds of each, of course, but their physics are pretty loopy. Applying quantum mechanics and astrophysics to a children's card game is...
...pretty much what I've done here. All right, so I [i]could [/i]make more of them. I put it in Finished Sets, but I'll think about it.

[quote name='lvl1hero' timestamp='1311189516' post='5372136']
... hmmm... ... interesting thing you got here...
[/quote]
What do you mean by "interesting"? When a doctor says "That's interesting," he really means "Oops." You never say "Oops" in the operating room, especially when your patient is conscious.
Digression for a joke aside, I can't quite tell if you like it or not. Would you be able to give a quantifiable score?

[quote name='Circéus' timestamp='1311999249' post='5400298']
You have an interesting concept in "Monster Supernova", but the monster cards are awful. They are at best poor walls given how hard to summon they are (plus banishing is all the rage these days, and a single Penguin Soldier will probably cause you to lose the duel), and provide virtually no additional chance of winning the duel in their current form.

On a lore level, I think a "list" format is better suited to "Monster Supernova:" (using Problem-solving OCG)


Select 1 monster you control: Banish it; Special Summon one of the following monsters from your Hand or Deck depending on the Level of the Banished monster:
*Level 5 or lower: "Supernova Remnant: White Dwarf"
*Level 6 to 8: "Supernova Remnant: Neutron Pulsar"
*Level 9 or higher: "Supernova Remnant: Black Hole"
[/quote]
I made this some time before I saw the new OCG, so you can't get me on that one! Besides, I don't quite understand how this Problem-solving OCG works.

Otherwise, you have some very good points. Upon further inspection, I really hadn't taken into account sending the cards back to the hand or Deck. I'll change it so they can't be [i]removed from the field[/i]. As for the "banish" thing, "SR Black Hole" causes all monsters that would be destroyed for any reason to be banished; I meant it to be a passive monster, more like a Field Spell than anything.

Incidentally, I found a somewhat easier "Monster Supernova" candidate: [url="http://yugioh.wikia.com/wiki/Greed_Quasar"]http://yugioh.wikia.com/wiki/Greed_Quasar[/url]. Its level increases each time it destroys a monster in battle. The only prerequisite is 2 monsters you wouldn't mind sacrificing. With that in mind, it would take a mere 2 turns to summon the Black Hole:

[i]1. Summon Greed Quasar, and destroy a Level 2 or higher (...basically, anything?) monster in battle with it.[/i]
[i]2. Activate Monster Supernova, targeting Greed Quasar. Thus, summon SR Black Hole.[/i]

You could even use "Cost Down" to reduce its level to 5, then summon "SR White Dwarf"--but why would you want to do that? White Dwarf is only really there to give your a stronger supernova to summon Neutron Pulsar, the only directly offensive monster in this set.

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[quote]What do you mean by "interesting"? When a doctor says "That's interesting," he really means "Oops." You never say "Oops" in the operating room, especially when your patient is conscious.
Digression for a joke aside, I can't quite tell if you like it or not. Would you be able to give a quantifiable score?[/quote]
... i never intended to give a score/rating... i just thought the idea was interesting... ... like you're onto something... ... monsters blowing up your opponents field is no where near cheap or broken if its something like these... and i didn't wanna say something like "[i]this could use some work[/i]" cuz... i dont know... ... doesn't look like its able to go anywhere... [b]o.O[/b]
... if i had to rate... i'd give it a [b]5/10[/b]...

... but then you said up there somewhere in one of your replies saying that you left this topic for good... i figured you have no interest in editing these cards... ... but its fine i mean... your choice...

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[quote name='En Almhjbat Wahd' timestamp='1312976050' post='5429892']
Well, now that I've gotten some reviews, I might actually do something with this! I still don't get what you mean by "not really monsters", though.
[/quote]

Neither do I. They're obviously monsters. Basically indestructible monsters, but monsters all the same. If they're referring to stars [i]not[/i] being monsters because they are natural phenomena and not sentient beings, then they have no point. They're monsters. You made them monsters.

I don't understand why there would be confusion on their part.

As for the cards, I love the effects. Very fun! You see, I like cards that entertain me, not ones that win duels. I was never the sort who was into winning tons of duels and tourneys. I just liked having fun. And fun-in my opinion-would be seeing my friends face when I summoned BH and he couldn't do anything XD

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Updated. Now they can't be removed from the field, period. Monster Supernova's effect has been rewritten as a list (like "Dragon's Gunfire"). Incidentally, I'm amazed none of you commented that Quark Star is DIVINE-Attribute. How did I get that through, I wonder...?

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I think the reason it's dying is because it's hard to know what to say. I enjoyed reading the cards and your thought process behind them. Kudos to you for staying true(ish) to astrophysics whilst creating a set of unique and not entirely implausible cards. As for the cards themselves, they may just work. I think that in the real world, this kind of strategy would work for lower level monsters. Level 12 for a monster incapable of attack is just too much. Perhaps applying life point draining effects would sweeten the deal (i.e your opponent loses 500 LP a turn). Another way something like this would work is by making these equip spell cards that can only be equipped to the corresponding level. The equipped monster would gain the effects, and maybe giving the player the option to destroy the equip card at any time would make something like this worthwhile. Overall all then, Intriguing. And rather confusing.

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[quote]As for the cards themselves, they may just work. Perhaps applying life point draining effects would sweeten the deal (i.e your opponent loses 500 LP a turn).[/quote]
Sucking away a guaranteed 500 LP every turn for the remainder of the duel would be interesting, granted, but I intended these more for stalling as opposed to burning. Besides, that seems a bit too powerful to me.

[quote]Another way something like this would work is by making these equip spell cards that can only be equipped to the corresponding level. The equipped monster would gain the effects, and maybe giving the player the option to destroy the equip card at any time would make something like this worthwhile.[/quote]
The reason I went with high-level monsters instead of equip cards is that black holes and such appear in the aftermath of supernovae of various sizes; i.e., they are created when a star (or, in this case, a monster) is destroyed. Once they are created, they remain [i]virtually forever[/i], although smaller black holes decay due to Hawking radiation (so the decadent Western astronomers say). You can't just destroy a neutron star at will.

[quote] I think that in the real world, this kind of strategy would work for lower level monsters. Level 12 for a monster incapable of attack is just too much.[/quote]
I consider Level to be an idea of a monster's mass/size and power. A gravitational singularity of near-infinite "mass" as a Level 5? I don't see that as plausible. Plus, if you read my "Greed Quasar" strategy above, they are comparatively easy to summon.


[quote name='Tqne' timestamp='1314375043' post='5470344']
I think the reason it's dying is because it's hard to know what to say. I enjoyed reading the cards and your thought process behind them. Kudos to you for staying true(ish) to astrophysics whilst creating a set of unique and not entirely implausible cards. Overall all then, Intriguing. And rather confusing.
[/quote]Thanks.

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A Divine monster that's weaker than a Dark monster!? But in all seriousness, I have no problem with that. In fact, it means a card like this can't be summoned/retrieved or added to your hand as easily. Maybe make 'Supernova Remnant: Black Hole' Divine as well? It's hard to warrant a monster in the same set being stronger than a Divine one. I know Black Holes are dark and all, but for the sake of Yugioh you have to! :-P

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[quote name='Tqne' timestamp='1314898155' post='5484224']
A Divine monster that's weaker than a Dark monster!? But in all seriousness, I have no problem with that. In fact, it means a card like this can't be summoned/retrieved or added to your hand as easily. Maybe make 'Supernova Remnant: Black Hole' Divine as well? It's hard to warrant a monster in the same set being stronger than a Divine one. I know Black Holes are dark and all, but for the sake of Yugioh you have to! :razz:
[/quote]
"For the sake of Yugioh"? Classic! Black holes are as dark as DARK can get. I took DIVINE to be an attribute that transcends everything else, like quark stars (if they do exist) are so far removed from "normal" astrophysics and cosmology. But I appreciate your review.

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I d'like to update your card's OCG, so here i go:

[b]Monster Supernova:[/b] Activate only by banishing one Monster you control. Then resolve the proper effect according to the banished monster's level.[list]
[*]5 or lower: Special Summon 1 "Supernova Remnant: White Dwarf" from your hand or Deck.
[*]6, 7 OR 8: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.
[*]9 or higher: Special Summon 1 "Supernova Remnant: Black Hole" from your hand or Deck.
[/list]
[b]Supernova Remnant: White Dwarf: [/b]This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Each time a Monster is Summoned or taken control and is placed in one of the Monster Card Zones adjacent to this card, put 1 Spell Counter on it. By tributing this card with 3 Spell Counters on it: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.

[b]Supernova Remnant: Neutron Pulsar[/b]: This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Once per turn, destroy the monster on your opponent's Monster Card Zone on the same column as this card. You cannot activate this effect the turn this card is Summoned.

[b]Supernova Remnant: Quark Star[/b]: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Supernova Remnant: Neutron Star" you control. This card cannot attack and cannot be removed from the field by Card Effects. If this card is attacked, the attacking monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as this card during the Battle Phase. All battle damage inflicted by battles involving this card are reduced to 0.

[b]Supernova Remnant: Black Hole: [/b]This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. Monster Card zones at both sides of this card cannot be used. If this card is attacked, banish the attacking monster without applying damage calculation. Any monster destroyed by battle or by card effects is banished instead of being sent to the Graveyard.

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[quote name='mrcoar' timestamp='1314906975' post='5484533']
I d'like to update your card's OCG, so here i go:

[b]Monster Supernova:[/b] Activate only by banishing one Monster you control. Then resolve the proper effect according to the banished monster's level.[list]
[*]5 or lower: Special Summon 1 "Supernova Remnant: White Dwarf" from your hand or Deck.
[*]6, 7 OR 8: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.
[*]9 or higher: Special Summon 1 "Supernova Remnant: Black Hole" from your hand or Deck.
[/list]
[b]Supernova Remnant: White Dwarf: [/b]This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Each time a Monster is Summoned or taken control and is placed in one of the Monster Card Zones adjacent to this card, put 1 Spell Counter on it. By tributing this card with 3 Spell Counters on it: Special Summon 1 "Supernova Remnant: Neutron Pulsar" from your hand or Deck.

[b]Supernova Remnant: Neutron Pulsar[/b]: This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. All battle damage inflicted by battles involving this card are reduced to 0. Once per turn, destroy the monster on your opponent's Monster Card Zone on the same column as this card. You cannot activate this effect the turn this card is Summoned.

[b]Supernova Remnant: Quark Star[/b]: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Supernova Remnant: Neutron Star" you control. This card cannot attack and cannot be removed from the field by Card Effects. If this card is attacked, the attacking monster's name, Level, Attribute, Type, ATK, DEF, and effect become the same as this card during the Battle Phase. All battle damage inflicted by battles involving this card are reduced to 0.

[b]Supernova Remnant: Black Hole: [/b]This card cannot be Normal Summoned or Set. This card can only be Special Summoned with "Monster Supernova". This card cannot attack and cannot be removed from the field by Card Effects. Monster Card zones at both sides of this card cannot be used. If this card is attacked, banish the attacking monster without applying damage calculation. Any monster destroyed by battle or by card effects is banished instead of being sent to the Graveyard.
[/quote]
Much appreciated. My OCG probably dates back to GX (Yugioh's Mesozoic era), so I'll fix it.

OCG updated. Credit goes to [url="http://forum.yugiohcardmaker.net/user/197628-mrcoar/"]mrcoar[/url].

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