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Runes from the Dark Forest Booster Pack Set List


Shedninjask

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Hello, this is my first topic, so any organizational help would be greatly appreciated.
 
I've made a set of cards (100) as a Booster Pack called Runes from the Dark Forest. I am currently in the progress of making a FanFiction of sorts (not sure whether to post here on cardmaker, on fanfiction or somewhere else) where most of the characters will be using new cards i created. To keep these cards in check, I made a set list for the first 100. I will be posting them in sets of 10 per post (on same topic). I hope this is okay. Once again, any organizational help would be appreciated and Constructive Criticism would be amazing to see. Thank you for taking your time to read these. -Shedninjask
 
Cards 100 - 96 were old cards I made back in 2011, while most of them were OP, these were my favorites of the balanced cards. Cards 95 and 94 are new ones without an Archetype. Cards 93-91 are part of the "Teck" archetype in the "Gear-Teck" sub-archetype. (I know Gear-Teck may not sound like a fresh, new, modern idea, it will be expanded in later sets.)
 
100. Hoarding
[spoiler='Show']8T6oSMv.jpg
Select 1 face-up Level 4 or higher Dragon-Type monster in ATK Mode, switch the selected monster to DEF Mode. Draw 1 card.[/spoiler]

99. Dragon Perch
[spoiler='Show']XAzLSob.jpg
During your Main Phase, you can Normal Summon 1 Dragon-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When a non-Dragon-Type Monster is summoned, place 1 counter on this card. When this card leaves the field, you lose Life Points equal to the amount of counters on this card x500.[/spoiler]
 
98. Emergency Jetpacks
[spoiler='Show']aIb5Ljo.jpg
Pay 800 Life Points and activate 1 of the 2 following effects:
-All Level 2 or lower monsters you control can attack your opponent directly.
-All Level 2 or lower monsters you control cannot be targeted by your opponent's attacks.
These effects remain until this card is removed from the field.[/spoiler]
 
97. Payment for Greatness
[spoiler='Show']VJS6BYq.jpg
Equip only to a Level 4 or lower monster you control. Double it's Level, double it's ATK and negate it's effect. During each of your End Phases, you can pay 1000 Life Points or banish this card and the equipped monster.[/spoiler]
 
96. Crashing Dragon
[spoiler='Show']7ZTHMiM.jpg
Tribute 1 Level 6 or higher Dragon-Type you control, destroy up to three monsters your opponent controls whose total levels are equal or less that of the tributed monster. You cannot attack the turn you activate this effect.[/spoiler]
 
95. Surprise Eel
[spoiler='Show']YXenoLH.jpg
FLIP: Target 1 "Surprise Eel" in your deck; Special Summon that target.[/spoiler]
 
94. Pan's Plight
[spoiler='Show']7qRjwOs.jpg
When an attack is declared between two face-up Attack Position Monsters, pause the attack and activate these effects in order:
-Raise the Attack of the Monster with lower ATK by 1000.
-Decrease the Attack of the Monster with Higher ATK by 500.
-You can pay 1000 Life Points to continue the Attack, otherwise negate it and end the Battle Phase.[/spoiler]
 
93. Gear-Teck Duo
[spoiler='Show']Fco1blb.jpg
2 "Gear-Teck" Monsters
When this monster is Fusion Summoned, place 1 Counter on this card. Each Time this card destroys a Monster, place 1 Counter on this card. For each Counter placed on this card, it gains 200 ATK and DEF. If this card were to be destroyed by your opponent's card effect remove all Counters from this card (min. 3), negate that card's activation and destroy it.[/spoiler]

 
92. Gear-Teck Cannon #2
[spoiler='Show']OpBLpm9.jpg
If the only monsters you control have a lower level than that of your opponents lowest level monster, special summon this monster from your hand. When this card is Special or Normal Summoned, deal your opponent 500 points of damage. When your opponent discards 1 card from his hand, place 1 "Cannon Counter" on this card (Max. 1). Once per turn, remove 1 "Cannon Counter" from this card, this card's level is doubled until the End Phase. When this card leaves the field, it's controller takes 1000 Points of damage.[/spoiler]
 
91. Gear-Teck Cannon #1
[spoiler='Show']GtdwGuE.jpg
Each time your opponent is dealt effect damage by a "-Teck" monster, place 1 "Blast 1 Counter" (Max. 1) on this card. Remove 1 "Blast 1 Counter" from this card to discard 1 random card in your opponents hand. When a "Cannon Counter" is placed on another "Gear-Teck" monster you control, double this card's level. When this card leaves the field, it's controller takes 1000 Points of damage.[/spoiler]

 
I thank everyone who took the time to look at this first post, I will have the other cards up soon, but for now any comments, constructive criticism and observations are greatly appreciated. Thank you once again. -Shedninjask

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Cards 90 - 81

 

number 90 is part of the Gear-Teck series, but 89 to 85 are part of the FIreborne Archetype. (Originally Pyreborne, but didn't sound good.) The Fireborne Archetype focuses on Ritual Summoning and they are FIRE Zombies or Pyros. They are supposed to be warriors and medieval people who died, were given a funeral pyre and are now reborn. 84 - 82 are the Cragfin's; WATER rock monsters. I envisioned them as more Rock than Fish, but i spent hours trying to find pictures like that to no avail. They all have low ATK and high DEF and some have the ability to switch their stats. 81 is the Gemini version of Gemini Elf.

 

90. Gear-Teck Mite

[spoiler='Show']o94KwnR.jpg
If this card is used for the Synchro or XYZ Summon of a Machine-Type Monster, that card gains 2 counters.[/spoiler]

 

89. Altar of Fire

[spoiler='Show']pmPZbUI.jpg
Banish 1 face-up Ritual Monster you control, Special Summon 2 FIRE Monsters from your hand whose total levels are less or equal than the banished monster. You cannot Normal Summon the turn you activate this effect.[/spoiler]

 

88. Fireborne SiegeGuard

[spoiler='Show']k1PblEh.jpg
Only "Fireborne" monsters can be used in this card's Ritual Summon.
During the Damage Step, banish 1 Ritual Spell card in your hand, this card gains 1000 ATK Points until the End Phase. If this card is sent to the Graveyard from your hand by an opponent's card effect, target 1 Ritual Monster in your Graveyard; add that Target to your hand.[/spoiler]

 

87. Fireborne Druid

[spoiler='Show']HEwuV5P.jpg
When this card is Tribute Summoned, Special Summon 1 Level 5 or 6 "Fireborne" Monster from your graveyard in face-up defense mode. (Fireborne Druid excluded) Negate that card's effect and destroy it during the End Phase.[/spoiler]

 

86. Fireborne Knight

[spoiler='Show']Eu5bEvp.jpg
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If this card deals battle damage to your opponent, you can add 1 "Fireborne" card from your Deck or your Graveyard to your hand.[/spoiler]

 

85. Fireborne Drake

[spoiler='Show']b9V372I.jpg
If you control a "Fireborne" monster in face-up defense mode, you Special Summon this card in face-up attack mode and negate it's other effects. If this is the only "Fireborne" Monster on your side of the field, reduce it's attack to 1800. If you control another "Fireborne" monster on your side of the field, this cards attack becomes 1500. Each time this card deals Battle Damage to your opponent, it loses 300 ATK.[/spoiler]

 

84. Cragfin Shark

[spoiler='Show']Jo5orA7.jpg
You can Special Summon this card from your hand, by discarding 1 "Cragfin" monster from your hand. Once per duel, you can banish this card from your graveyard, all face-up "Cragfin" monsters you control switch their current ATK and DEF until the End Phase.[/spoiler]

 

83. Cragfin Nautilus

[spoiler='Show']3mHwos4.jpg
While this card is face-up on your side of the field, your opponent's monster's ATK and DEF are switched.[/spoiler]

 

82. Cragfin Icthyosaurus 

[spoiler='Show']u9OiVAA.jpg
You can Normal Summoned this card without a tribute, it's ATK and DEF become 0.
If this card is destroyed by battle, switch the ATK and DEF of the Monster that destroyed this card. This effects lasts until this card leaves the Graveyard.[/spoiler]

 

81. Gemini War Elf

[spoiler='Show']ats37Hf.jpg
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
- Neither player may XYZ Summon. This card must be face-up on the field to activate and to resolve this effect.[/spoiler]

 

Comments, Constructive Criticisms, OCG Checks are greatly aprreciated. -Shedninjask

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80. Eagle of Doq

[spoiler='Show']rNAc6NY.jpg
A race of beautiful Eagles from the island of Doq. They are renown for their ferocity and strong connection to their riders, for whom they will risk their lives to protect.[/spoiler]

 

79. Chibi Parrot

[spoiler='Show']VPBKu95.jpg
If this card is destroyed by battle, special summon 1 WIND monster in your hand in face-up ATK Position.[/spoiler]

 

78. Brass Knuckles Masked Challenger

[spoiler='Show']OzSxYHj.jpg
You can Special Summon this card without a tribute during your Main Phase 1. If summoned by this effect, this card cannot attack your opponent directly.[/spoiler]

 

77. Fungal Manatee

[spoiler='Show']tQZ0OXT.jpg
3 Level 2 Plant-Type Monsters
Once per turn, detach 1 XYZ Material from this card, all face-up "Fungal" Monsters you control gain 800 ATK until the End Phase.[/spoiler]

 

76. Reaper of the Mind

[spoiler='Show']BKNJFTU.jpg
Each time your opponent declares an attack on a monster you control, select a random card in your opponent's hand and offer that your opponent discard the selected card. Activate the proper effect for his decision:
-Accepts: Discard the card, continue the attack.
-Rejects: The card remains in your opponent's hand, but the attack is negated.
[/spoiler]

 

75. Barefoot Mech-Arms

[spoiler='Show']NwVlZ1E.jpg
Activate only when a "Barefoot Fighter" you control is the target of an attack. Boost the attack of all "Barefoot Fighters" on your side of the field by 1000 points until the End Phase.[/spoiler]

 

74. Metallic Wings

[spoiler='Show']isWRcAL.jpg
Equip only to a Dragon-Type monster. The equipped monster gains 1500 ATK and can inflict piercing damage. At the end of the turn when this card was activated, banish the equipped monster and it's controller takes damage equal to it's level x500.[/spoiler]

 

73. Barefoot Fighter

[spoiler='Show']MmD8VUb.jpg
This powerful warrior hated wearing his shoes, thus created a new fighting technique - Kung Foot.[/spoiler]

 

72. Arbolis the Wanderer

[spoiler='Show']6HmWRZO.jpg
Rumor has it Arbolis was once a human being who was engulfed and transformed by the Evil Magic of the Darkened Forest while she hunted for the mythical Eladentra Rune.[/spoiler]

 

71. Darmole Muddig

[spoiler='Show']Wg4EcgF.jpg
If this card was used for the Synchro Summon of a Beast-Type Monster, all face-up non-EARTH Monsters lose 500 ATK.[/spoiler]

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  • 3 months later...

70. Darmole Star Nose

[spoiler='Show']HVOUWKw.jpg

Once per turn, you can change this cards level is equal to the number of face-up Beast-Type monsters you control.[/spoiler]

 

69. Darmole Mulchew

[spoiler='Show']i0zv48A.jpg

When this card is summoned, summon two "Mulch Tokens" (Rock/Lvl:1/ATK:400/DEF:400). When this card destroys an opponents monster in battle, summon another "Mulch Token" on your side of the field. Once per turn, during either player's turn, you can destroy 1 "Mulch Token", this card gains 400 ATK and DEF Points. These effects last as long as there is a "Mulch Token" on your side of the field.[/spoiler]

 

68. Red-Death

[spoiler='Show']yuCrZep.jpg

Cannot be Normal Summoned or Set. Can only be Special Summon from the hand when a "Fungal" Monster is Special Summoned from your deck. You can tribute this card to draw 1 card, plus 1 more for each Plant-Type monster you control. (Max. 3)
(This card is treated as a "Fungal" Monster)[/spoiler]

 

67. Fungal Undergrowth

[spoiler='Show']VynqEN9.jpg

You can only activate this card while you have no face-up monsters on your side of the field. When this card is activated, place 1 counter on this card, then 1 during all of your Standby Phases. Special Summon 1 Plant-type Monster with a level equal to the number of Counters on this card. You can only use this effect of "Fungal Undergrowth" once per turn.[/spoiler]

 

66. Fungal Decoy

[spoiler='Show']KaVX7Af.jpg

When a face-up "Fungal" Monster is targeted for an attack, discard this card from your hand, negate the attack and end the Battle Phase. Once per duel, banish 1 XYZ Monster from your graveyard, special summon this card from your graveyard.[/spoiler]

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65. Fungal Mage

[spoiler='Show']VETd6WR.jpg

This card is also Plant-Type while in your hand, deck graveyard, banished zone and field.
When this card is summoned; add 1 Spell card from your hand to your deck. When this card leaves the field, add 1 "Fungal" monster from your graveyard to your Hand, except "Fungal Mage".[/spoiler]

 

64. Fungal Sentry

[spoiler='Show']NCNwM1x.jpg

If this card is the only monster on your side of the field, it's ATK and DEF become 1500. When this card is targeted for an attack, add a "Fungal" card from your deck to your hand.[/spoiler]

 

63. Fungal Beast

[spoiler='Show']TTfao9D.jpg

While you have less cards in your Spell and Trap Zone than your opponent, this card's original ATK and DEF become 1800. When this card is destroyed, summon 1 "Fungal Token" on your side of the field. (Plant-Type/DARK/Level 1/ATK:0/DEF:0)[/spoiler]

 

62. 0-G War Hammer

[spoiler='Show']1Ba1LSs.jpg

Equip only to a Rock-Type Monster; that Monster gains 1000 ATK Points.[/spoiler]

 

61. 0-G Titanium Battle Axe

[spoiler='Show']42D1I0n.jpg

Equip only to a Monster with 0 ATK Points; it gains 1200 ATK and can attack up to twice per turn. (The equipped monster may attack your opponent directly once per turn only.)[/spoiler]

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