mgdevil Posted August 13, 2013 Report Share Posted August 13, 2013 My idea for an arquetype is a deck with good power of atack and defense and if not is op. Metal Justicer Lv4/Machine/Earth/effect When this card evolves in batle, the monster with the higher level loses 500 of atack. This card can change your position during the your End Phase. Atk:1800/Def:1800 Winged Justicer Lv3/Winged-Beast/Wind/Effect This card can be special summoned of your grayeard if you no control monsters and you oponent control. Atk:1400/Def:1000 Deville Justicer Lv5/Beast/Dark/effect This card can be normal summoned without tribute when your oponent control the monsters with the higher level on the field. This effect can only be used when eighter players control monsters. Atk: 2200/Def:1500 Ghost Justicer Lv2/Dark/Fiend/Effect Discard this card of your hand and select 1 monster card on the oponent fiel; special summon 2 monster of your deck with the atk some is lower or equal for the target monster. Atk:1000/Def: 100 Underground Justicer Lv 1/Earth/Beast/Effect When this card is in your graveard, you can remove this card from the play for the oponent discard 1 card of your hand x the monsters in his control. Legendary Justicer Lv7/Warrior/Light/Effect When this card is normal summon, the lifepoints of eighter players is become 1000. This card gains 100 of atack for each "Justicer" monster on your Graveard. This monster cannot attack directly. Atk: 2500/Def:2200 Justice Fighters Quick-play spell card This card can only be activate if you control 2 monsters and your oponent no control monsters. Select 1 monster on your side on the field and change the control for you oponent and The monsters on the field batle. Justice Path Normal Spell Select 1 "Justicer" monster in your side on the field: return it for your hand and destroy 1 card on the field. Justice Signal Normal Spell Select 1 "Justicer" monster of your deck: add for your hand. You can only activates 1 "Justice Signal" per turn. Justice Comander Continuous Spell When this card is face-up on the field, your oponent cannot control more monsters if you. Justice Order Continuous Trap When 1 of your monsters is Destroyed by batle: coin a toss, if the result is face, destroy the atacant monster. Justice Ilusion Normal Spell Activates this card only if you not has card in your hand. Draw 1 card for each "Justicer" in your graveard. Discard all cards on your hand during the End Phase. Justice Legacy Normal Spell This card cannot be activate, except if you control "Legendary Justicer". All cards on the field except "Legendary Justicer" are suffle in your decks. You cannot conduct your batle phase this turn. Link to comment Share on other sites More sharing options...
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