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itt I make competent versions of Darkness' cards


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Got bored, decided to make these. By "competent" I mean either halfway decent or hideously overpowered.

Might use them in my fanfic.

[spoiler=Spell and Trap cards]
Darkness
Field Spell
Tribute 1 monster to activate this card, unless you control "Darkness Neosphere." The activation and effect of this card cannot be negated. When this card is activated, shuffle all cards in your Spell & Trap Card Zones into your Deck, then Set 1 "Zero", "Infinity", and 3 different "Darkness" Trap Cards from your hand, Deck or Graveyard. You cannot manually Set Spell or Trap cards. During each End Phase, if you activated a Trap Card that turn, flip all face-up Spell and Trap Cards in your Spell & Trap Card Zone face-down, and rearrange them in any order. Then, shuffle 1 face-down Spell or Trap card into your Deck. If this card leaves the field by an opposing card effect or is destroyed: Shuffle all cards in your Spell & Trap Card Zones into your Deck and place this card on top of your deck. Only 1 "Darkness" can be activated per turn.

Zero
Counter Trap
Activate only if you control a face-up "Darkness". After activation, treat this card as a Continuous Trap card while it's face-up on the field. You cannot manually activate other Spell and Trap cards this turn. Activate an appropriate effect: ● If you do not control a face-up "Infinity": Your opponent selects and activates 1 face-down Spell or Trap Card you control. ● If you control a face-up "Infinity": Reveal all face-down Spell and Trap Cards you control, and activate one of their effects.

Infinity
Counter Trap
Activate only if you control a face-up "Darkness". After activation, treat this card as a Continuous Trap card while it's face-up on the field. You cannot manually activate other Spell and Trap cards this turn. Activate an appropriate effect: ● If you do not control a face-up "Zero": Your opponent selects and activates 1 face-down Spell or Trap Card you control. ● If you control a face-up "Zero": Reveal all face-down Spell and Trap Cards you control, and activate one of their effects.

Darkness 1
Continuous Trap
This card gains the same Spell Speed as the card used to activate it. This card's effect can only be activated by the effect of "Infinity" or "Zero":
● Destroy 1 card your opponent controls, up to the amount of face-up "Darkness" Trap Cards you control.

Darkness 2
Continuous Trap
This card gains the same Spell Speed as the card used to activate it. This card's effect can only be activated by the effect of "Infinity" or "Zero":
● You can negate the activation and effect of cards in the current chain link, up to the amount of face-up "Darkness" Trap Cards you control.

Darkness 3
Continuous Trap
This card gains the same Spell Speed as the card used to activate it. This card's effect can only be activated by the effect of "Infinity" or "Zero":
● Inflict 1000 damage to your opponent for each face-up "Darkness" Trap Card you control.

Darkness 4
Continuous Trap
This card gains the same Spell Speed as the card used to activate it. This card's effect can only be activated by the effect of "Infinity" or "Zero":
● Draw 1 card for each face-up "Darkness" Trap Card you control.

Darkness 5
Continuous Trap
This card gains the same Spell Speed as the card used to activate it. This card's effect can only be activated by the effect of "Infinity" or "Zero":
● Target 1 of your Banished monsters, or 1 monster from your hand, Extra Deck, or Graveyard for each face-up "Darkness" Trap Card you control: Special Summon them. If the targeted monsters aren't "Darkness" monsters: Halve their ATK and negate their effect(s).
[/spoiler]
[spoiler=Monsters]
Darkness Necroslime
Level 1;DARK
[Aqua/Effect]
Once per turn: You can Set 1 "Darkness" Spell or Trap card from your hand, Deck, or Graveyard. You can send this card from the field to the Graveyard to Special Summon 1 "Darkness" monster from your Graveyard, except "Darkness Necroslime".
0 ATK/0 DEF

Darkness Outsider
Level 4;DARK
[Plant/Effect]
Once per turn: You can activate 1 face-down Spell or Trap card you control, even if it was Set this turn. Once per turn, if you control a face-up "Darkness": You can discard 1 card and declare a Monster Card name. If that card is in your opponent's hand, Special Summon it to your side of the field, ignoring the Summoning conditions.
0 ATK/0 DEF

Darkness Bramble
Level 6;DARK
[Fiend/Effect]
Once per turn: You can either activate 1 face-down Spell or Trap card you control, even if it was Set this turn, or Set 1 "Darkness" Spell or Trap card from your hand, Deck, or Graveyard. Once per turn, this card cannot be destroyed. During the End Phase, if you have less than 2000 Life Points for each face-up "Darkness" Spell or Trap card you control, your Life Points become that amount.
2000 ATK/2000 DEF

Darkness Raincrow
Level 8;DARK
[Fiend/Effect]
Once per turn: You can either activate 1 face-down Spell or Trap card you control, even if it was Set this turn, or Set 1 "Darkness" Spell or Trap card from your hand, Deck, or Graveyard. When a "Darkness" Trap card is activated: You can Special Summon this card from your hand. This card gains 1000 ATK and DEF for each face-up "Darkness" Trap card you control. When your opponent declares an attack: You can Banish this card from your hand or field, add 1 "Darkness" monster from your deck to your hand and negate the attack.
0 ATK/0 DEF

Darkness Paleosphere
Level 12;DARK
[Fiend/Fusion/Effect]
Fusion Summon this card by banishing 1 correctly summoned "Darkness Neosphere" from your field or Graveyard, and 1 face-up "Darkness", "Zero", and "Infinity." Must first be Special Summoned by Fusion Summon. This card's Fusion Summon and effect(s) cannot be negated. You cannot activate "Darkness." After this card is Summoned: Your Life Points become 0, but you cannot lose the Duel unless this card isn't face-up on the field during either player's End Phase. Once per turn: Banish 1 "Darkness" Trap card from your hand, field, or Deck face-down. You can flip 1 face-down banished "Darkness" Trap card and activate its effect as if it were a Counter Trap card. The card can be activated even if this card leaves the field. If 5 different "Darkness" Trap cards are banished: You win the duel.
5000 ATK/5000 DEF
[/spoiler]

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