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A couple of Hands


Darj

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Lightning Hand
Attribute: WIND
Type: Thunder/Effect
Level: 4
ATK: 1500
DEF: 1400
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 face-up card they control; destroy that target, then you can Special Summon 1 "Stone Hand" from your Deck.

Stone Hand
Attribute: EARTH
Type: Rock/Effect
Level: 4
ATK: 1300
DEF: 1500
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 face-down card they control; destroy that target, then you can Special Summon 1 "Lightning Hand" from your Deck.
 

Shadow Hand
Attribute: DARK
Type: Fiend/Effect
Level: 4
ATK: 1700
DEF: 1300
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can discard 1 random card from your opponent's hand; then you can Special Summon 1 "Luster Hand", "Ice Hand" or "Stone Hand" from your Deck. You can only use the effect of "Shadow Hand" once per turn.

Luster Hand
Attribute: LIGHT
Type: Fairy/Effect
Level: 4
ATK: 1000
DEF: 1700
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can draw 1 card, then you can Special Summon 1 "Shadow Hand", "Fire Hand" or "Lightning Hand" from your Deck. You can only use the effect of "Luster Hand" once per turn.

 

 

I can't say they are really creative, as obvious counterparts of Ice/Fire Hand, but I felt like posting them anyways. EARTH/WIND Hands target face-up and face-down cards respectively, and DARK/LIGHT Hands interact with the hand.

 

Since you could simply ram the DARK/LIGHT Hands consecutively for a +5, I added a hard OPT clause on them, and also allowed them to Summon other Hands to start either a FIRE/ICE or an EARTH/WIND cycle.

 

You could say that Water, Earth and Light Hands are the defensive monsters (higher DEF than ATK) of each pair, while Fire, Wind and Dark Hands are the offensive (higher ATK than DEF) ones. To further follow this theme, Light Hand summons an offensive Hand, while Dark Summons a defensive Hand.

 

In addition, I played a bit with their ATK/DEF stats and made silly cycles between the hands.

[spoiler=]Since the ATK of Fire Hand is equal to Ice's DEF...

Luster Hand's DEF is equal Fire's ATK

Shadow's ATK is equal to Luster's DEF

Stone's ATK is equal to Shadow's ATK

Lightning's ATK is equal to Stone's DEF

Ice's ATK is equal to Lightning's DEF, completing the circle:

 

Cycles:

Attributes: Water->Fire->Light->Dark->Earth->Wind->Water

Stats: 1600->1000->1700->1300->1500->1400->1600

Roles: Defensive->Offensive->Defensive[/spoiler]

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