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Dangervine Cards


DJ TeriyakiBoy

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So here's all "Dangervine" Monster Cards that I created. Hopefully I can post the Spell and Trap that can support these monsters. And one more thing, they are complete from 'Dangervine A' to 'Dangervine Z'

 

Normal Monsters

  1. Dangervine Natureknight

 

Effect Monsters:

  1. Dangervine Avatarei
  2. Dangervine Bloomther
  3. Dangervine Chompest
  4. Dangervine Dread
  5. Dangervine Exodus
  6. Dangervine Ferniouscreep
  7. Dangervine Guardian
  8. Dangervine Jack-O
  9. Dangervine Marauder
  10. Dangervine Peacenymph
    Lore: Both effects are applied:
    - If you control no monsters and your opponent attacks you directly, you can send this card from your hand to your Graveyard. If this card is sent to the Graveyard from your side of the field or your hand, your opponent's Battle Phase ends.
    - You can Special Summon 1 "Dangervine" monster from your Deck to your side of the field. You can only this card's effect once while this card is in your Graveyard.
  11. Dangervine Quickslicer
    Lore: When you Normal Summon this card, you can activate one of the following effects:
    - This card gains 500 ATK, and is treated as a Tuner monster.
    - Destroy up to 2 Spell or Trap Cards your opponent controls. This card returns to your hand afterwards. You can Normal Summon one more monster from your hand. This card can only be Normal Summoned once per turn.
    - Destroy 1 "Dangervine" monster you control other than this card and inflict damage to your opponent equal to twice the ATK of the destroyed monster.
  12. Dangervine Reaper
  13. Dangervine Seasonal
  14. Dangervine Umpkin
  15. Dangervine Wolver
  16. Dangervine Xperimented

 

Tuner Monsters

  1. Dangervine Imp
  2. Dangervine Littlewolf
  3. Dangervine Terror

 

Fusion Monsters

  1. Dangervine Heiress
    Lore: This card can only be Fusion Summoned by shuffling back into your Deck 2 "Dangervine" monsters from your Graveyard. (You do not use Polymerization). Once per turn, look at the topmost card of your Deck. If it is a "Dangervine" Monster Card, by discarding 1 card from your hand, you can Special Summon that monster to your side of the field. During your Battle Phase. this card is unaffected by the effects of your opponent's Trap Cards. During your opponent's turn, this card is unaffected by the effects of your opponent's Spell Cards.
  2. Dangervine YXZ Hybrid
    Lore: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except its own effect. During the End Phase of the turn 2 or more "Dangervine" monsters you control were destroyed, you can send 3 "Dangervine" monsters from your Deck to the Graveyard to Special Summon this card. (You do not need Polymerization. This is treated as a Fusion Summon.) The Fusion Summon of this card cannot be negated. When this card is Fusion Summoned, destroy all cards on the field except this card. For every card destroyed, inflict 500 to your opponent. During the End Phase, destroy this card, inflict 1000 damage to both players, and Special Summon 1 "Dangervine" Synchro Monster from your Extra Deck whose Level is lower than the Level of this card.
  3. Dangervine Zero
    Lore: This card can only be Special Summoned by removing from play 5 "Dangervine" monsters from your Graveyard. (You do not use Polymerization. This is treated as a Fusion Summon.) When this card is attacked by or attacks an opponent's monsters, it gains ATK equal to twice the ATK of the opponent's monster during the Damage Step only. When this card attacks your opponent directly, this card gains 5000 ATK during the Damage Step only. During the End Phase this card attacked or was attacked, inflict damage to your opponent equal to the number of "Dangervine" monsters you control x 500.

 

Synchro Monsters

  1. Dangervine Kelvin
    Lore: 1 Tuner + 1 or more "Dangervine" non-Tuner monsters
    Once per turn, by sending 3 cards from your hand to your Graveyard, destroy a number of cards your opponent controls equal to the total number of "Dangervine" monsters in your Graveyard. If you do, you cannot conduct your Battle Phase. By sending the topmost card of your Deck to the Graveyard, all "Dangervine" monsters you control are unaffected by the effects of your opponent's cards until the end of your next turn..
  2. Dangervine Overgrowth
    Lore: 1 Tuner + 1 or more "Dangervine" non-Tuner monsters
    Your opponent cannot attack other "Dangervine" monsters other than this card. If this card would be destroyed by a card effect, you can Tribute 1 "Dangervine" monster you control or send 1 "Dangervine" Monster Card from your hand to the Graveyard to negate the effect and destroy the card.
  3. Dangervine Vanguard
    Lore: 1 Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned, gain 2500 Life Points and Special Summon 2 "Dangervine Guard Tokens" (Plant-Type/EARTH/Level 5/ATK 0/DEF 2000) in Defense Position. Your opponent cannot attack other "Dangervine" monsters you control other than this card. All your "Dangervine" monsters except this card are unaffected by the effects of your opponent's cards. Once per turn, by discarding 1 card from your hand, Special Summon 1 "Dangervine Guard Token" on your side of the field. If this card would be destroyed by a card effect, you can Tribute 1 "Dangervine" monster you control to negate the effect, destroy that card and draw 3 cards.

 

XYZ Monsters

  1. Dangervine 000 Pumpkinstructor
    Lore: 
    2 Level 4 "Dangervine" monsters
    Once per turn, you can detach 1 Xyz Material from this card to activate one of the following effects:
    - Destroy 5 cards your opponent controls. If you do, you cannot conduct your Battle Phase.
    - All your "Dangervine" monsters can attack twice this turn.
    If this card is attacked without having any Xyz Materials, Tribute this card and Special Summon 1 "Dangervine" monster from your Deck to your side of the field.
 
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SPELL and TRAP CARDS soon. :)
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