Zeppeli Gyro Supreme Posted April 5, 2014 Report Share Posted April 5, 2014 I've always wondered why they never printed the Cyber Angel cards, and there's a ton of support they could have given to Ice Counters besides the cards they made up unrelated to hers. So, here it is. Cards I am especially looking for criticism on are Ritual Sanctuary, Doble Passe, Pure Pupil, Snow Fairy, White Knight Fort, Instant Freeze, Cold Fusion, and Ice Barrier. [spoiler="Alexis' Cyber Cards (9 cards)"]Cyber Petit Angel Light/Fairy/2/300/200 (1) When this card is Summoned, you can add 1 Ritual Spell Card from your Deck or Graveyard to your hand. Cyber Angel Benten Light/Fairy/Ritual/6/1800/1600 You can Ritual Summon this card with “Machine Angel Ritual”. (1) When this card battles an opponent's monster, you can banish 1 of the monsters Tributed for this card's Ritual Summon from the Graveyard to increase this card's ATK by 1500 until the end of the Damage Step. (2) At the end of the Damage Step when this card destroys an opponent's monster as a result of battle, inflict damage to your opponent's Life Points equal to the DEF of the destroyed monster. Cyber Angel Idaten Light/Fairy/Ritual/6/1600/2000 You can Ritual Summon this card with “Machine Angel Ritual”. You can only activate the effect of “Cyber Angel Idaten” once per turn. (1) When this card is Ritual Summoned, you can add 1 Spell Card and/or 1 Ritual Monster Card from your Graveyard to your hand. Cyber Angel Dakini Light/Fairy/Ritual/8/2700/2400 You can Ritual Summon this card with “Machine Angel Ritual”. (1) When this card is Ritual Summoned, your opponent must send 2 cards they control to the Graveyard. (2) This card inflicts piercing damage. Ritual Sanctuary Field Spell Card You can only use the (1) or (2) Effect of “Ritual Sanctuary” once per turn, and only once that turn: (1) You can discard a Spell Card to add 1 Ritual Spell Card from your Deck to your hand. You cannot Special Summon monsters for the remainder of this turn except for Ritual Monsters. (2) Ritual Summon 1 Ritual Monster in your hand by Tributing monsters on your side of the field whose levels exactly equal the Level of that Ritual Monster. Then send this card to the Graveyard. Angel Wing Equip Spell Card (1) When the equipped monster inflicts battle damage to your opponent's Life Points, increase that damage by 1000. (2) If this face-up card is sent from the field to the Graveyard, draw 1 card. Machine Angel Ritual Ritual Spell Card (1) This card is used to Ritual Summon any “Cyber Angel” Ritual Monster. You must also Tribute monsters from the field or your hand whose Levels are equal to or more than the Level of the Ritual Monster you are attempting to Ritual Summon. Angel Blast Counter Trap Card (1) Activate this effect only when your opponent activates a Spell Card, Trap Card, or monster effect that includes destroying a monster(s) on the field. Negate the activation and effect of that card and destroy it. Pure Pupil Counter Trap Card (1) Activate this effect only when your opponent activates the effect of a face-up Effect Monster and you control a monster with 1000 ATK or less in face-up Attack Position. Negate that monster's effect and destroy it.[/spoiler] [spoiler="Ice Cards (12 cards)"]Illusion Ice Sculpture Water/Rock/1/0/0 (1) When this card is Normal Summoned, target 1 face-up monster you control. This card's ATK and DEF become equal to that monster's original ATK and DEF. In addition, if the targeted monster is targeted by an opponent's attack, or by an opponent's card effect that this card would be an appropriate target for, change the target to this card instead. (2) You can only control 1 face-up “Illusion Ice Sculpture”. Snow Fairy Water/Fairy/4/1100/700 (1) While this card is in face-up Attack Position, neither player can activate Spell Cards from their hand, and Spell Cards cannot be activated the turn they are Set. Frost Tiger Water/Beast/4/1900/1300 (1) When this card is Summoned, place 1 Ice Counber on 1 face-up monster on the field. (2) Other monsters you control gain 100 ATK for each Ice Counter on the field. Icicle Sacrifice Normal Spell Card (1) Select 1 unoccupied Monster Card Zone on your side of the field. For the remainder of the Duel, that Zone cannot be Used. (2) Special Summon up to 3 “Icicle Token”s (Water/Aqua/1/0/0) in Defense Position. These tokens cannot be Tributed except for the Tribute Summon of a WATER monster. Soul Infusing Sculptor Normal Spell Card (1) Remove 1 Ice Counter the field and target 1 Level 4 or lower monster you control. Special Summon a monster of the same name as the targeted monster from your hand or Deck in face-up Attack Position. White Night Fort Continuous Spell Card (1) Neither player can activate Traps Cards during their turn, and cannot activate more than 2 Trap Cards per turn. Twin Pillars of Ice Quick-Play Spell Card (1) Distribute 2 Ice Counters among any face-up monster(s) on the field. (2) After activation, this card remains face-up in the Spell and Trap Card Zone as a Continuous Spell Card with the following effect: When a monster declares an attack, you can remove 1 Ice Counter from the field to negate that attack. Instant Freeze Quick-Play Spell (1) This effect can only be activated while you control 1 or less monsters. Negate the activation of an opponent's Spell or Trap Card and Set that card. Your opponent cannot activate that card the turn it is Set this way. Absolute Zero Barrier Field Spell Card Effect (3) of this card can only be activated once per turn. (1) When this card is activated, place 1 Ice Counter on each face-up monster your opponent controls. (2) While this card is face-up on the field, monsters your opponent controls with Ice Counters lose 500 ATK for each Ice Counter on them and cannot change their battle positions. (3) When a monster with an Ice Counter(s) is destroyed, you can place 1 Ice Counter on a face-up monster on the field. Crown of Command Equip Spell Card (1) When the equipped monster battles an opponent's monster, negate that monster's effect and decrease its ATK and DEF by 500. (2) If the equipped monster would be destroyed by an Effect Monster's effect, you can send this card to the Graveyard instead. Cold Fusion Normal Trap Card (1) Destroy 1 Fusion, Synchro, or Xyz Monster your opponent controls, and if you do, Special Summon any and all monsters used for the Summon of that monster from your opponent's Graveyard and place 1 Ice Counter on each of those cards. (2) For the remainder of this turn, monsters with Ice Counter(s) on them cannot be used for a Fusion, Synchro, or Xyz Summon. Ice Barrier Normal Trap Card (1) Activate only when an opponent's monster declares an attack. Negate that attack, then negate the effect of the attacking monster and decrease its ATK to 0. That monster's battle position cannot be changed as long as it remains face-up on the field (even by card effects.)[/spoiler] Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted April 20, 2014 Author Report Share Posted April 20, 2014 Well, they made Doble Passe, but we really should have gotten Alexis' Rituals. Link to comment Share on other sites More sharing options...
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