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Life Points Are Cool


Lunar Origins

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Life Giver Orbit

EARTH / Level 1

[ Psychic / Tuner ]

When this card is Summoned:  Gain 1500 Life Points.  You can only Special Summon "Life Giver" monsters.

[ ATK: 0 / DEF: 1200 ]

 

Life Giver Ut

DARK / Level 2

[ Psychic / Effect ]

This card's Attribute changes based on its Battle Position.

  • Attack Position:  This card is treated as a LIGHT monster.  Once per turn:  You can gain 1000 Life Points.
  • Defense Position:  This card is treated as a DARK monster.  Once per turn, during either player's Battle Phase:  You can pay 1000 Life Points and target 1 card on the field;  destroy that target.

[ ATK: 100 / DEF: 200 ]

 

Life Giver Ohm

DARK / Level 2

[ Psychic / Effect ]

This card's Attribute changes based on its Battle Position.

  • Attack Position:  This card is treated as a FIRE monster.  Once per turn, when a Spell card is activated:  Gain 2000 Life Points.
  • Defense Position:  This card is treated as a WATER monster.  When a monster is Summoned:  You must pay 2000 Life Points;  Negate the Summon of that monster, and, if you do, banish it.  You can only use this effect of "Life Giver Ohm" once per turn.

[ ATK: 300 / DEF: 600 ]

 

Life Giver Tese

DARK / Level 2

[ Psychic / Effect ]

This card's Attribute changes based on its Battle Position.

  • Attack Position:  This card is treated as an EARTH monster.  Once per turn: you can reveal 1 monster in your hand; Gain Life Points equal to that monster's Level x 300, and, if you do, this card cannot be destroyed by battle until your next Battle Phase.
  • Defense Position:  This card is treated as a WIND monster.  Once per turn, during either player's turn, when an effect is activated: you can reveal 1 monster in your hand;  Take damage equal to that monster's Level x 300, and, if you do, negate that effect.

[ ATK: 600 / DEF: 1200 ]

 

Life Harness PROSPIT

LIGHT / Level 5

[ Psychic / Effect ]

If you control 1 "Life Giver" monster:  You can Normal Summon this card from your hand in face-up Defense position without Tributes.  When this card is Summoned this way:  Gain 2000 Life Points.  When this card you control is destroyed by battle:  Special Summon 1 "Life Giver" monster from your Deck.  Once per turn, during either player's turn:  You can reveal this card in your hand;  Change the Battle Position of 1 monster you control.

[ ATK: 0 / DEF: 2000 ]

 

Life Harness DERSE

DARK / Level 5

[ Psychic / Effect ]

If you control 1 "Life Giver" monster:  You can Normal Summon this card from your hand in face-up Defense position without Tributes.  When this card is Summoned this way:  Take 2000 damage.  When this card you control is destroyed by battle:  Special Summon 1 "Life Giver" monster from your Deck.  If you gain Life Points:  Increase the ATK of this card by the amount of Life Points gained.  If this card has more than 2500 ATK, it cannot be destroyed by battle or by card effects.  During your Standby Phase:  This card's ATK becomes its original ATK.

[ ATK: 2400 / DEF: 0 ]

 

Life Harness Savihour

LIGHT / Level 6

[ Psychic / Synchro / Effect ]

1 Tuner + 1 or more non-tuner "Life" monsters

When this card is Synchro Summoned:  Gain 1500 Life Points.  You can pay 1500 Life Points;  Add 1 "Life Harness" monster from your Deck to your hand.  During each of your End Phases:  Gain 1500 Life Points.

[ ATK: 2500 / DEF: 0 ]

 

Resplendent Light

[ Spell ]

Activate only if the difference between your Life Points and your opponent's Life Points is greater than 8000.  Gain 20000 Life Points.  While this card is in your Graveyard and your Life Points are at least 8000 points higher than your opponent's:  Your opponent takes no Damage.  When you take Battle Damage:  Shuffle this card from your Graveyard into your Deck.

 

Life Giver

[ Spell ]

Gain Life Points equal to the total ATK of all "Life" monsters on the field.  While this card is in your Graveyard, your opponent cannot use card effects that would change your Life Points (except by inflicting Damage).

 

Life Harness

[ Spell ]

Add 1 "Life" monster from your Deck to your hand.  While this card is in your Graveyard, when you Normal Summon a "Life" monster:  Gain Life Points equal to half that monster's ATK or DEF (you choose).

 

Life Trap

[ Trap ]

Activate only while you control a "Life" monster:  Gain 1000 Life Points, then change the Battle Position of all monsters on the field (Flip Effects are not activated at this time).  While this card is in your Graveyard, when the Battle Position of 1 monster you control is changed:  You can change the Battle Position of 1 monster your opponent controls (Flip Effects are not activated at this time).

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These effects should work only while you control another face-up Psychic-Type Life Monster, other wise you can just put some of these in any deck and gain 2000+ LP (. They should increase Life Points in smaller amounts also. For example: Gaining 1500 should probably be just 500, and for certain cards the increase can be 1,000. PROSPIT should be able to activate it's effect (of Special Summoning) by paying some amount of Life points, maybe? Also, maybe the stronger monsters should pay LP in order to Attack. That's all I got :P 

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