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I believe monsieur Zai has, eh, slightly more pressing concerns (though Synchro Frame seems to be more updated). I'm not sure of the plans surrounding this either and am largely just support staff, so I've not been particularly able or authoritative enough to provide updates. The game needs to begin for me to provide more substantial assistance with matters regarding activity.
 

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So, even if the host has been having some issues...is it okay to make an app? I'll start making it unless told otherwise.

EDIT: Sorry, couldn't resist.

 

[spoiler=Judge and Executioner, Elise Jalil enters the fray!]

Name: Elise Jalil
Gender: Female 
Age: 24
Faction: Infected 

[spoiler=Appearance]

107b6d822dbbd49dd2ec931744e616a62c09eec6

[/spoiler]

 

 

[spoiler=Personality]

Elise's mind is pretty simple; she has a strong sense of justice and she'll follow it to death. She is often seen as obnoxious because of how often she meddles with other people's business. Still, in her heart she's sure she's right. Elise has always been a hyper kid, almost to the point of being exhausting to hang out near her for long. The big sister of a family with 3 kids, she always took care of her younger brothers, so she has developed a motherly instinct of sorts. With that and her strong sense of justice in mind, it's no wonder she's shocked when people refuse her help or tell her to mind her own business.

Still, Elise is a bit of a loner, on the inside at least. She tries to keep a friendly façade, but doesn't know why she can't bond honestly with her peers, so she remains emotionally detached from most people.

When dueling, she tends to play it safe, so her Deck of choice follows a rather defensive maneuver.

[/spoiler]

 

 

[spoiler=Biography]

From a young age, when her mother died, Elise's father was her only role model and hero. She followed in his footsteps and tried to imitate him as much as she could, to the extent that she joined E-Sec as soon as she finished her basic education. Oblivious to the corruption of E-Sec, she worked for a couple of years as an officer. During that time, she started suspecting her partners were corrupt, as what appeared to be a drug lab was found and nobody was sent to stop them. Upon asking for her father's help, he just told her one of the criminals was the son of a really powerful aristocrat who helped finance E-Sec's activities, so his hands were tied. 

 

Elise couldn't believe it. Her own father, not abiding to the law nor imposing justice? Was all she was taught for nothing? Heartbroken and angry, Elise drove to the site herself with no back-up.  Of course, this was not the smartest idea Elise had. She realized this as she found herself dueling one of the purps. The duel was long and tiresome, but ultimately, her Deck couldn't resist his strategy, and lost consciousness as her Life Points dropped to 0.

 

Officer Jalil woke up the next morning, behind the building. Her head was killing her, but she managed to get herself up and drive back to her apartment. There, she looked through her belongings and, thankfully, nothing was missing. Still, something was odd. As she looked at her Deck's cards, Elise noticed one of her copies of Slacker Magician was missing. Instead, there was a silver Alloy card. A card that, while fitting for her Deck, she'd never seen or heard of before.

 

That afternoon Elise Jalil left E-Sec and became a solo agent, swearing to end the corruption of the higher-ups in Center, or die trying. She thought she was going crazy by the minute, after she started hearing voices talking to her while walking down the streets. Recently, she's learned to talk back.

[/spoiler]

 

Deck: Kuriboh's Party!

The Deck revolves around the Kuriboh monsters and support for them. It aims to recycle the Kuris to keep using their defensive powers, while at the same time giving them good beatdown power with cards like "Kuriknight" and "Kuri Frenzy". A balanced strategy which makes Elise feel safe, as her playstyle is careful and almost scaredy.

[spoiler=Cursed Kuri, Ace Card]

Cursed Kuri

Level 1

Fiend/Fairy/Carrier/Alloy

2000 ATK/ 200 DEF

1 LIGHT Fairy-Type monster + 1 DARK Fiend-Type monster

When this card is Summoned, you can destroy every other card you control: Special Summon or add to your hand Level 1 monster(s) from your Graveyard up to the amount of cards destroyed by this card's effect.[/spoiler]

[spoiler=Custom Cards]

Kuri Frenzy

Normal Spell

Target 1 Level 1 "Kuri" monster you control: until the End Phase of this turn, increase that monster's ATK by 1000 for every Level 1"Kuri" monster you control.

--------------------------------

Kurikabe

Level 1

Fiend

DARK

300 ATK / 200 DEF

You can discard this card from your hand during your opponent's Standby Phase: your opponent must reveal a monster from his hand. If he can't, he can't conduct his Battle Phase this turn. The revealed monster cannot be Summoned during this turn.

-----------------------------------

The Bon-Bomb!

Continuous Trap

When a "Kuribon" you control is returned to the hand: you can destroy 1 card on the field. Then, both players take 600 damage.

---------------------------------------------

Curiboh

Level 1

Fairy

LIGHT

200 ATK / 300 DEF

When this card is destroyed by battle and sent to the Graveyard: Special Summon up to 2 Level 1 "Kuri" monster from your Graveyard. Then, banish this card.

-----------------------------------------------

Kuriknight

Level 4

Fiend

DARK

1900 ATK / 200 DEF

This card cannot be Normal Summoned or Set. When a Level 1 "Kuri" monster is discarded: you can Special Summon this card from your hand. When this card battles, you can banish 1 Level 1 "Kuri" monster from your Graveyard: this card gains ATK equal to double that monster's ATK until the End Phase.

 

Kuri's Last Hope

Trap

When your opponent declares a direct attack: pay half your Life Points. Then, send from your Deck to the Graveyard a number of Level 1 "Kuri" monsters equal to the amount of monsters controlled by your opponent: end your opponent's Battle Phase.

 

Pendukuri

Level 1

Pendulum Scale 1

Fiend

DARK 

300 ATK / 200 DEF

Pendulum Effect: Once per turn, a Level 1 or Rank 1 monster you control cannot be destroyed by battle.

Monster Effect: You can Tribute this card: add 1 Level 1 "Kuri" monster from your Graveyard to your hand. You can add this card to your hand from your Graveyard instead of conducting your Draw Phase.

[/spoiler]

 

[spoiler=Misc. Info]Elise now works as a waitress to pay her rent. Her regulars' tips make up for the difference in salary from E-Sec. She recently started using her magic, but doesn't use it a lot, except for creating a couple of Kuribohs to pet once in a while.
 
 
[/spoiler]
[/spoiler]
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So, even if the host has been having some issues...is it okay to make an app? I'll start making it unless told otherwise.

EDIT: Sorry, couldn't resist.

 

[spoiler=Judge and Executioner, Elise Jalil enters the fray!]

Name: Elise Jalil
Gender: Female 
Age: 24
Faction: Infected 

[spoiler=Appearance]

107b6d822dbbd49dd2ec931744e616a62c09eec6

[/spoiler]

 

 

[spoiler=Personality]

Elise's mind is pretty simple; she has a strong sense of justice and she'll follow it to death. She is often seen as obnoxious because of how often she meddles with other people's business. Still, in her heart she's sure she's right. Elise has always been a hyper kid, almost to the point of being exhausting to hang out near her for long. The big sister of a family with 3 kids, she always took care of her younger brothers, so she has developed a motherly instinct of sorts. With that and her strong sense of justice in mind, it's no wonder she's shocked when people refuse her help or tell her to mind her own business.

Still, Elise is a bit of a loner, on the inside at least. She tries to keep a friendly façade, but doesn't know why she can't bond honestly with her peers, so she remains emotionally detached from most people.

When dueling, she tends to play it safe, so her Deck of choice follows a rather defensive maneuver.

[/spoiler]

 

 

[spoiler=Biography]

From a young age, when her mother died, Elise's father was her only role model and hero. She followed in his footsteps and tried to imitate him as much as she could, to the extent that she joined E-Sec as soon as she finished her basic education. Oblivious to the corruption of E-Sec, she worked for a couple of years as an officer. During that time, she started suspecting her partners were corrupt, as what appeared to be a drug lab was found and nobody was sent to stop them. Upon asking for her father's help, he just told her one of the criminals was the son of a really powerful aristocrat who helped finance E-Sec's activities, so his hands were tied. 

 

Elise couldn't believe it. Her own father, not abiding to the law nor imposing justice? Was all she was taught for nothing? Heartbroken and angry, Elise drove to the site herself with no back-up.  Of course, this was not the smartest idea Elise had. She realized this as she found herself dueling one of the purps, which happened to be an Infected. The duel was long and tiresome, but ultimately, her Deck couldn't resist the Infected's strategy, and lost consciousness as her Life Points dropped to 0.

 

Officer Jalil woke up the next morning, behind the building. Her head was killing her, but she managed to get herself up and drive back to her apartment. There, she looked through her belongings and, thankfully, nothing was missing. Still, something was odd. As she looked at her Deck's cards, Elise noticed one of her copies of Slacker Magician was missing. Instead, there was a silver Alloy card. A tear ran down her cheek as she realized what that meant; she had become infected.

 

That afternoon Elise Jalil left E-Sec and became a solo agent, swearing to end the corruption of the higher-ups in Center, or die trying. And with the infection spreading in her, the latter was just a matter of time. The clock is ticking for Elise.

[/spoiler]

 

Deck: Kuriboh's Party!

The Deck revolves around the Kuriboh monsters and support for them. It aims to recycle the Kuris to keep using their defensive powers, while at the same time giving them good beatdown power with cards like "Kuriknight" and "Kuri Frenzy". A balanced strategy which makes Elise feel safe, as her playstyle is careful and almost scaredy.

[spoiler=Cursed Kuri, Ace Card]

Cursed Kuri

Level 1

Fiend/Fairy/Carrier/Alloy

2000 ATK/ 200 DEF

1 LIGHT Fairy-Type monster + 1 DARK Fiend-Type monster

When this card is Summoned, you can destroy every other card you control: Special Summon or add to your hand Level 1 monster(s) from your Graveyard up to the amount of cards destroyed by this card's effect.[/spoiler]

[spoiler=Custom Cards]

Kuri Frenzy

Normal Spell

Target 1 Level 1 "Kuri" monster you control: until the End Phase of this turn, increase that monster's ATK by 1000 for every Level 1"Kuri" monster you control.

--------------------------------

Kurikabe

Level 1

Fiend

DARK

300 ATK / 200 DEF

You can discard this card from your hand during your opponent's Standby Phase: your opponent must reveal a monster from his hand. If he can't, he can't conduct his Battle Phase this turn. The revealed monster cannot be Summoned during this turn.

-----------------------------------

The Bon-Bomb!

Continuous Trap

When a "Kuribon" you control is returned to the hand: you can destroy 1 card on the field. Then, both players take 600 damage.

---------------------------------------------

Curiboh

Level 1

Fairy

LIGHT

200 ATK / 300 DEF

When this card is destroyed by battle and sent to the Graveyard: Special Summon up to 2 Level 1 "Kuri" monster from your Graveyard. Then, banish this card.

-----------------------------------------------

Kuriknight

Level 4

Fiend

DARK

1900 ATK / 200 DEF

This card cannot be Normal Summoned or Set. When a Level 1 "Kuri" monster is discarded: you can Special Summon this card from your hand. When this card battles, you can banish 1 Level 1 "Kuri" monster from your Graveyard: this card gains ATK equal to double that monster's ATK until the End Phase.

 

Kuri's Last Hope

Trap

When your opponent declares a direct attack: pay half your Life Points. Then, send from your Deck to the Graveyard a number of Level 1 "Kuri" monsters equal to the amount of monsters controlled by your opponent: end your opponent's Battle Phase.

 

Pendukuri

Level 1

Pendulum Scale 1

Fiend

DARK 

300 ATK / 200 DEF

Pendulum Effect: Once per turn, a Level 1 or Rank 1 monster you control cannot be destroyed by battle.

Monster Effect: You can Tribute this card: add 1 Level 1 "Kuri" monster from your Graveyard to your hand. You can add this card to your hand from your Graveyard instead of conducting your Draw Phase.

[/spoiler]

 

[spoiler=Misc. Info]Elise now works as a waitress to pay her rent. Her regulars' tips make up for the difference in salary from E-Sec. She doesn't use her magic a lot, except for creating a couple of Kuribohs to pet once in a while.
 
 
[/spoiler]
[/spoiler]

 

Apps are welcomed as this is still on, I just have a little much on my plate at the moment. I'll be giving this a look later today.

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Le character roster, as it stands presently. looks like crap atm, will be editing to organize asap. Do note that i may list characters twice if they are aligned with multiple factions.  Totally doesn't look like hell anymore.

 

[spoiler=Hydra]

[spoiler=Player characters]Yusuke Shimada

Muse Ryuusei

Miero Tammabukku

Chimari Mura

[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler]

 

[spoiler=Eden]

[spoiler=E-Sec]

[spoiler=Player characters]Chimari Mura

Zandre Galrega

Kyo Genmetsu

Laura Ventus

Jayce Tremaine

Kron Dracnach

[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler]

[spoiler=Center]

[spoiler=Player characters]

Zandre Galrega

Jun Kurosawa

Lydia A. Labelle

[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler][/spoiler]

 

[spoiler=Magi]

[spoiler=Player characters]

Miero Tammabukku

Kyo Genmetsu

Choclatte Genmetsu

Vannille Genmetsu

[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler]

 

[spoiler=Infected]

[spoiler=Player characters]Elise Jalil

Token

Aureli Pegasus

Kron Dracnach[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler]

 

[spoiler=Unaligned]

[spoiler=Player characters]Laura Ventus[/spoiler]

[spoiler=NPCs][/spoiler][/spoiler]

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So, even if the host has been having some issues...is it okay to make an app? I'll start making it unless told otherwise.

EDIT: Sorry, couldn't resist.

 

[spoiler=Judge and Executioner, Elise Jalil enters the fray!]

Name: Elise Jalil
Gender: Female 
Age: 24
Faction: Infected 

[spoiler=Appearance]

107b6d822dbbd49dd2ec931744e616a62c09eec6

[/spoiler]

 

 

[spoiler=Personality]

Elise's mind is pretty simple; she has a strong sense of justice and she'll follow it to death. She is often seen as obnoxious because of how often she meddles with other people's business. Still, in her heart she's sure she's right. Elise has always been a hyper kid, almost to the point of being exhausting to hang out near her for long. The big sister of a family with 3 kids, she always took care of her younger brothers, so she has developed a motherly instinct of sorts. With that and her strong sense of justice in mind, it's no wonder she's shocked when people refuse her help or tell her to mind her own business.

Still, Elise is a bit of a loner, on the inside at least. She tries to keep a friendly façade, but doesn't know why she can't bond honestly with her peers, so she remains emotionally detached from most people.

When dueling, she tends to play it safe, so her Deck of choice follows a rather defensive maneuver.

[/spoiler]

 

 

[spoiler=Biography]

From a young age, when her mother died, Elise's father was her only role model and hero. She followed in his footsteps and tried to imitate him as much as she could, to the extent that she joined E-Sec as soon as she finished her basic education. Oblivious to the corruption of E-Sec, she worked for a couple of years as an officer. During that time, she started suspecting her partners were corrupt, as what appeared to be a drug lab was found and nobody was sent to stop them. Upon asking for her father's help, he just told her one of the criminals was the son of a really powerful aristocrat who helped finance E-Sec's activities, so his hands were tied. 

 

Elise couldn't believe it. Her own father, not abiding to the law nor imposing justice? Was all she was taught for nothing? Heartbroken and angry, Elise drove to the site herself with no back-up.  Of course, this was not the smartest idea Elise had. She realized this as she found herself dueling one of the purps, which happened to be an Infected. The duel was long and tiresome, but ultimately, her Deck couldn't resist the Infected's strategy, and lost consciousness as her Life Points dropped to 0.

 

Officer Jalil woke up the next morning, behind the building. Her head was killing her, but she managed to get herself up and drive back to her apartment. There, she looked through her belongings and, thankfully, nothing was missing. Still, something was odd. As she looked at her Deck's cards, Elise noticed one of her copies of Slacker Magician was missing. Instead, there was a silver Alloy card. A tear ran down her cheek as she realized what that meant; she had become infected.

 

That afternoon Elise Jalil left E-Sec and became a solo agent, swearing to end the corruption of the higher-ups in Center, or die trying. And with the infection spreading in her, the latter was just a matter of time. The clock is ticking for Elise.

[/spoiler]

 

Deck: Kuriboh's Party!

The Deck revolves around the Kuriboh monsters and support for them. It aims to recycle the Kuris to keep using their defensive powers, while at the same time giving them good beatdown power with cards like "Kuriknight" and "Kuri Frenzy". A balanced strategy which makes Elise feel safe, as her playstyle is careful and almost scaredy.

[spoiler=Cursed Kuri, Ace Card]

Cursed Kuri

Level 1

Fiend/Fairy/Carrier/Alloy

2000 ATK/ 200 DEF

1 LIGHT Fairy-Type monster + 1 DARK Fiend-Type monster

When this card is Summoned, you can destroy every other card you control: Special Summon or add to your hand Level 1 monster(s) from your Graveyard up to the amount of cards destroyed by this card's effect.[/spoiler]

[spoiler=Custom Cards]

Kuri Frenzy

Normal Spell

Target 1 Level 1 "Kuri" monster you control: until the End Phase of this turn, increase that monster's ATK by 1000 for every Level 1"Kuri" monster you control.

--------------------------------

Kurikabe

Level 1

Fiend

DARK

300 ATK / 200 DEF

You can discard this card from your hand during your opponent's Standby Phase: your opponent must reveal a monster from his hand. If he can't, he can't conduct his Battle Phase this turn. The revealed monster cannot be Summoned during this turn.

-----------------------------------

The Bon-Bomb!

Continuous Trap

When a "Kuribon" you control is returned to the hand: you can destroy 1 card on the field. Then, both players take 600 damage.

---------------------------------------------

Curiboh

Level 1

Fairy

LIGHT

200 ATK / 300 DEF

When this card is destroyed by battle and sent to the Graveyard: Special Summon up to 2 Level 1 "Kuri" monster from your Graveyard. Then, banish this card.

-----------------------------------------------

Kuriknight

Level 4

Fiend

DARK

1900 ATK / 200 DEF

This card cannot be Normal Summoned or Set. When a Level 1 "Kuri" monster is discarded: you can Special Summon this card from your hand. When this card battles, you can banish 1 Level 1 "Kuri" monster from your Graveyard: this card gains ATK equal to double that monster's ATK until the End Phase.

 

Kuri's Last Hope

Trap

When your opponent declares a direct attack: pay half your Life Points. Then, send from your Deck to the Graveyard a number of Level 1 "Kuri" monsters equal to the amount of monsters controlled by your opponent: end your opponent's Battle Phase.

 

Pendukuri

Level 1

Pendulum Scale 1

Fiend

DARK 

300 ATK / 200 DEF

Pendulum Effect: Once per turn, a Level 1 or Rank 1 monster you control cannot be destroyed by battle.

Monster Effect: You can Tribute this card: add 1 Level 1 "Kuri" monster from your Graveyard to your hand. You can add this card to your hand from your Graveyard instead of conducting your Draw Phase.

[/spoiler]

 

[spoiler=Misc. Info]Elise now works as a waitress to pay her rent. Her regulars' tips make up for the difference in salary from E-Sec. She doesn't use her magic a lot, except for creating a couple of Kuribohs to pet once in a while.
 
 
[/spoiler]
[/spoiler]

 

Cards look good, as does the rest of the app save the biography. The only issues I have with that, however are that A. No characters aside from the infected themselves are aware of the infection's existence, and at this point none of the infected are aware that it is an infection of any kind. All any of them know is that they lost a duel, one of their cards was mysteriously re-written (and that they now have a compulsion to use that new alloy monster and win with it as much as possible), and they now possess magical abilities and the ability to hear the thoughts of any other infected people they may run into. 

 

Other than that, everything else is Kosher. Make the necessary edits and I'll add it to the roster. Feel free to PM me with any questions.

 

EDIT: seems there is no B. awk.

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[spoiler=Chimari Mura's Custom Cards:][spoiler=AoJ Hyper Nexus - Xyz Monster]Machine-type/DARK/Rank 8/2300 ATK/3200 DEF
2 Level 8 monsters
This card can attack while in Defense Position. If this card attacks while in Defense Position, apply the ATK for damage calculation. Once per turn, during your Main Phase 1: You can detach 1 Xyz Material to target 1 Spell or Trap card your opponent controls; flip that target face-up if it was Set. The targeted card's effects are negated, and it is Special Summoned in Attack Position as an Effect Monster (Fairy-type/LIGHT/Level 1/0 ATK/0 DEF)[/spoiler][spoiler=AoJ Intellectual Artifact - Fusion Monster]Machine-type/DARK/Level 5/2300 ATK/500 DEF
Tuner Monster
1 "Ally of Justice" monster + 1 EARTH, FIRE, WATER or WIND monster
If this card would be sent to the Graveyard for a Synchro Summon: Return it to the top of the Extra Deck face-up instead. While this card is face-up on top of your Extra Deck: You can Fusion Summon it by banishing the above materials from each player's Graveyards. (You do not use Polymerization.)[/spoiler][spoiler=AoJ King Blade - Synchro Monster]Machine-type/DARK/Level 7/2500 ATK/2300 DEF
1 Tuner + 1 or more monsters
This card cannot be destroyed by battle with a non-DARK monster. If this card attacks a non-DARK monster: Your opponent takes all Battle Damage you would've taken, and if he or she takes any, this card can attack once again. If this card attacks an additional time with this effect, Battle Damage is applied normally.[/spoiler][spoiler=AoJ Twilight Storm - Xyz Monster]Machine-type/DARK/Rank 4/2300 ATK/1200 DEF
2 Level 8 monsters
3 Level 4 DARK monsters
While this card on the field has Xyz Material: Neither player can Special Summon monsters, except LIGHT or DARK monsters. During each of your End Phases: Detach 1 Xyz Material from this card or destroy it. Once per turn, if this card would be destroyed by battle: You can detach 1 Xyz Material from this card; it is not destroyed.[/spoiler][spoiler=AoJ Valkyrie Golem - Synchro Monster]Machine-type/DARK/Level 11/4100 ATK/4000 DEF
1 Tuner + 2 or more "Ally of Justice" monsters
Must be Synchro Summoned, and cannot be Summoned by other ways. You can only control 1 face-up "Ally of Justice Valkyrie Golem". During either player's turn, when a card effect is activated: You can banish 1 "Ally of Justice" Synchro Monster from your Extra Deck, except "Ally of Justice Valkyrie Golem"; render this card unaffected by that card effect. You can only activate this effect once per turn. If this card leaves the field: Special Summon as many monsters that were banished by this card's effect as possible. (This effect is treated as a Synchro Summon.) You cannot conduct your next Battle Phase, and all Effect Damage your opponent receives is reduced to 0 until your next End Phase.[/spoiler][spoiler=Color Extortion - Field Spell]
If either player declares an attack with a non-DARK monster: The controller must discard an EARTH, FIRE, WATER or WIND Monster Card. If he or she cannot, destroy the attacking monster before damage calculation. If you Synchro Summon an "Ally of Justice" Synchro monster: You can add this card from your Graveyard to your hand, but if you activate it, banish it when it leaves the field.[/spoiler][spoiler=In the Name of Justice - Quick-Play Spell]Target 1 LIGHT monster your opponent controls and 1 "Ally of Justice" monster you control. Destroy the first target, and if you do, increase the ATK and DEF of the second target by the destroyed monster's Level x 100, until the End Phase.[/spoiler][spoiler=Purifier Satellite Array - Continuous Trap]Activate while you control an "Ally of Justice" monster. All monsters on your opponent's side of the field or in their hand are treated as LIGHT Attribute monsters. During each Standby Phase: Your opponent can pay 800 Life Points. If they do, negate this card's effects until the End Phase.[/spoiler][spoiler=Serving Justice Once More - Normal Spell]Activate if your opponent controls a LIGHT monster and you control no monsters. Target 1 "Ally of Justice" Synchro monster in your Graveyard that was successfully Synchro Summoned; Special Summon that target.[/spoiler][spoiler=Stealth Drop-In - Continuous Spell]Special Summon this card as an Effect Tuner Monster (Machine-type/DARK/Level 2/900 ATK/400 DEF). (This card is also still a Spell Card.) If this card is used as a Synchro Material for the Synchro Summon of an "Ally of Justice" Synchro monster, you can use "Ally of Justice" monsters in your hand as the additional Synchro Material.[/spoiler][/spoiler]


Card critiques for Stalfos, on Zai's request:
 
Twilight Storm is a floodgate, but that's less damaging than in the actual TCG so it's fine. It does have a copypaste error though I think; it should list 3 Level 4 DARKS, not 2 Level 8s as well as 3 Level 4 DARKs. Color Extortion's intended usage seems a little disingenuous; why not just make it activate directly to the Field? It also seems kind of like a removal magnet, but depending on situation it's not -too- big of a deal - just something to keep in mind. Stealth Drop-In would be an acceptable card in the TCG, probably? Given you minus yourself a lot, but it can instantly make any of you level 9/10/11 monsters so it's difficult to write around without unrealistic action. Adding a restriction of some sort - for example, an OPT and/or allow it to only use 1 Synch Material from you hand - would help a lot.
 
My 2c.
 
Additionally, as can be seen, Zai has a lot on his plate for some reasons or other; I would like to profusely apologize for the delay, though I still can't really help in that regard.
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Cards look good, as does the rest of the app save the biography. The only issues I have with that, however are that A. No characters aside from the infected themselves are aware of the infection's existence, and at this point none of the infected are aware that it is an infection of any kind. All any of them know is that they lost a duel, one of their cards was mysteriously re-written (and that they now have a compulsion to use that new alloy monster and win with it as much as possible), and they now possess magical abilities and the ability to hear the thoughts of any other infected people they may run into. 

 

Other than that, everything else is Kosher. Make the necessary edits and I'll add it to the roster. Feel free to PM me with any questions.

 

EDIT: seems there is no B. awk.

Changes done, hope that's enough.

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I've been tossing more card ideas around for my character to possibly make use of...

 

Opinions?

[spoiler=Doorway to the Realm Beyond]Type: Field Spell
Effect: Once per turn, you can Normal Summon 1 Spirit monster in addition to your Normal Summon or Set. During each of your opponent's Standby Phases: Place 1 Stability Counter on this card. While there are 4 or more Stability Counters on this card, you do not take any Battle Damage while you control no monsters. When this card with 4 or more Stability Counters is sent to the Graveyard: Special Summon 1 "Séance" monster from your hand or Deck, ignoring all summoning conditions. "Séance Beckoned" monsters summoned by this effect are treated as if they had been Ritual Summoned.[/spoiler][spoiler=Possessive Séance]Type: Continuous Trap
Effect: When this card is activated, place 1 Possession Counter on every non-Spirit monster on the field. Whenever a monster is summoned, place 1 Possession Counter on every non-Spirit monster on the field. Monsters with a Possession Counter on it are treated as Spirit Monsters. When this card leaves the field, all monsters with a Possession Counter return to the hand. "Séance" monsters increase their ATK and DEF by 100x the number of Possession Counters on the field.[/spoiler]

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I've been tossing more card ideas around for my character to possibly make use of...

 

Opinions?

[spoiler=Doorway to the Realm Beyond]Type: Field Spell
Effect: Once per turn, you can Normal Summon 1 Spirit monster in addition to your Normal Summon or Set. During each of your opponent's Standby Phases: Place 1 Stability Counter on this card. While there are 4 or more Stability Counters on this card, you do not take any Battle Damage while you control no monsters. When this card with 4 or more Stability Counters is sent to the Graveyard: Special Summon 1 "Séance" monster from your hand or Deck, ignoring all summoning conditions. "Séance Beckoned" monsters summoned by this effect are treated as if they had been Ritual Summoned.[/spoiler][spoiler=Possessive Séance]Type: Continuous Trap
Effect: When this card is activated, place 1 Possession Counter on every non-Spirit monster on the field. Whenever a monster is summoned, place 1 Possession Counter on every non-Spirit monster on the field. Monsters with a Possession Counter on it are treated as Spirit Monsters. When this card leaves the field, all monsters with a Possession Counter return to the hand. "Séance" monsters increase their ATK and DEF by 100x the number of Possession Counters on the field.[/spoiler]

The cards seem okay. The ATK/DEF bump on the Trap seems a little strange, mostly because it might be difficult / annoying to keep track of; I would recommend making the bump a fixed amount to make everyone's life easier (also so that it doesn't become overwhelming).

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Well, the way I have it worded right now, since the character that would be using Possessive Séance does not have any non-Spirit monsters, normally the highest the ATK/DEF boost would go is 500, and the absolute highest it could go is 900, since there are no non-Spirit Séance monsters. Also, the boost is supposed to show the Séance monsters drawing strength from the monsters they are taking partial control over as well.

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Name: Jessica Kittenstouch
Gender: Female
Age: 19
Faction: Hydra/ E-Sec

[spoiler=Appearance:]

ngbbs51161fd484a5e.jpg

[/spoiler]

[spoiler=Personality:] Even though this young girl is colourful and cheerful, she became a of the E-Sec Police Force at an early age due to her strength, agility and powerful Dueling skills. Although she can get along well with many people, she prefers to duel and defeat them, or show that she's stronger in some way. Her Flame Brother Deck reflects that, as many of its cards have high Attack Points or can easily raise them, so they can overpower the enemy. This trait was the main reason she was accepted into E-Sec. She is also very witty and can make up jokes on the spot, which can boost people's spirits. The reason Jessica is always trying to overpower the enemy is to prove to herself that no matter what, she will be able to defeat her father's killer and bring peace to her family. Jessica always has the feeling deep inside her heart that she is too weak to stop things from happening, but she covers that up with a pretty smile and funny jokes. Jessica thinks that by joining Hydra and shutting down a corrupt police force, she can stop that feeling in her heart.[/spoiler]

[spoiler=Bio:] After stealing a Duel Disk from an older man at the age of 8, and "buying" some cards from a local Duel Monsters card shop, Jessica Kittenstouch became her father's apprentice and learned to Duel. Jessica's father was a respected and powerful E-Sec Duelist, but after recieving a fatal injury from a Duel, he passed on, only asking that someday Jessica would avenge him and defeat the Duelist that stole his life. 11 more years passed and finally, Jessica has been accepted as an E-Sec Police Officer, but quickly learned about the rebellious force called Hydra. After encountering a powerful Duelist from Hydra and discovering what Hydra wanted to do, Jessica decided to work as a double-agent for Hydra inside the massive Police Force. She doesn't regret her descion, but even so, the whole reason she is still in E-Sec is to try and find her father's killer. [/spoiler]

Deck: Flame Brothers, a Deck that relies on ATK Points and powerful Xyz Monsters.

Ace Card(s):

Cxyz Flame Brother of Absolute Destruction

Flame Brother Dragon King

Flame Brother Dragon Overlord

 

Custom Cards:

http://forum.yugiohcardmaker.net/topic/328618-flame-brothers-unleash-the-flaming-fury/

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[spoiler=Token, the Wild Child]

“I’m not in it for you; I’m in it for those without a voice to complain about what a shit job you guys are doing.”

 

Name: Token

 

Gender: M

 

Age: 18

 

Faction: Hydra / Infected

 

Appearance: Unhooded, Token’s silver hair is kept at a medium length, which matches his fair, slightly brown skin quite nicely. The middle portion of the back of his hair is slightly longer, and kept bound by a small braid. His listless brown eyes seem continually focused, much like a predator stalking his prey. His canine teeth are slightly longer than normal people’s. Usually, he wears a wolf-head hoodie that hangs over his face, to keep his face hidden as he sees through the eyeholes. Faux-fur runs down the back of the hoodie and along the sleeves of his jacket. He wears matching grey claw gloves, with sharp metal claws. Underneath the jacket he wears a plain grey t-shirt with a generic grey wolf on it. He wears long black pants, with his boots tucked in underneath them. Metal claws were sloppily soldered to the steel tips of the boots. Though it can’t be seen underneath his thick clothing, Token possesses a strong and well-toned body. He always stands in a slouched position, as if about to pounce and attack.

 

Personality: Post-infection, Token has become a hunter. Having abandoned his previous life he has taken on his perceived role of a sort of ‘Defender of Nature’, and has grown to absolutely hate the industrialist nature of Eden, and what is being done with the city and its people in general. He is not above bitching about what people are doing to the world, and how swiftly they are trying to pile-drive it further into the hole every seems adamant to keep digging. Which is why he’s teamed up with Hydra, as their guerrilla tactics are the perfect outlet for his growingly violent tendencies as he preys on weak and strong alike, regardless of their positions. He doesn’t really care about what Hydra is trying to achieve, but so long as their goals line up with his, then he’s all the more content to simply smile and nod for their orders.

 

Token is usually short on words unless they’re ones used to insult someone, as he little time and patience for people talking about stuff he doesn’t care about. He is stalwartly repelling the various influences of the infection, despite having his general personality already been overtaken by it. He stoically refuses to use his Carrier card, though every duel his defences are gradually weakening. He is incredibly mean-spirited to anyone around him, though he does have a spot-spot for a constructed squirrel made from the powers gained via the Infection.

 

Biography: Token’s parents died in infancy, as a result, he was taken care of by his relatives, who could scarcely support themselves as is. He grew up along his cousins, who weren’t very happy that he was around. When he was as young as four his much older cousins had a tendency to beat him up, building a very hateful personality in such a young kid. As they grew up he eventually started fighting back, and chose to keep fighting in his life. Once he reached around the age of 10, he joined his relatives in working on the various resource farms, where he helped tending to the animals bred for food. He was worked hard, but he would never break, having found an affinity for the animals he cared for, despite knowing they would shortly be eaten by the upper class twits who run this hellhole.

 

He managed to obtain his first duel disk and his current deck from a house he looted during a riot, and he gained a deep affection for the cards. Dueling was an excellent method of working out his frustrations of the world, and he continued to duel for many years until something unfortunate happened. Off work, he was hunting around an evacuated area for something to loot, but something hunted him first. He was infected by the Infection, and his world was turned upside-down by it entering and infecting his mind. His thoughts were twisted as was his “Wulfrex” Alloy card, becoming a Carrier card. Infected so thoroughly, his anger and hatred tripled three-fold as his affection for his deck turned into a full-on obsession. His anger had grown to the point he attacked people during the night, whether it was a poor person, or a fat upper class he was lucky enough to ambush. His hatred burned even more fiercely as he couldn’t satisfy his bloodlust. That, was when he decided to join Hydra. Though before he did, he snuck into the farm he used to work on, and set all the animals free. Leaving the farm in ruins, he set off to join Hydra.

 

Deck: Master and Kin – A deck based around the “Beast Lord” and “Beast Kin” archetypes, which involve support and beat down strategy.

 

[spoiler=Ace Cards]

Fallen Beast Lord Wulfrex, the Crimson Claw

NO ATTRIBUTE

********

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards.

ATK: 2500 / DEF: 2000

 

Gaius Omnius, the Ultimate Beast Lord

EARTH

**********

Beast-Warrior / Fusion / Effect

1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster

Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or 1 “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects;

· Until the end of the next turn, this card is unaffected by the effects of cards that target.

· Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand.

ATK: 3800 / DEF: 3500[/spoiler]

 

[spoiler=Custom Cards]

[spoiler=Main Deck]

Beast Lord Wulfric, the Iron Paw

EARTH

***

Beast-Warrior / Tuner / Effect

When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Beast-Type monsters are unaffected by the effect of your opponent’s Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control.

ATK: 1400 / DEF: 1000

 

Beast Lord Olivia, the Martyred Wing

EARTH

***

Beast-Warrior / Tuner / Effect

When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn, a Beast-Type monster you control cannot be destroyed by battle. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster.

ATK: 1000 / DEF: 1500

 

Beast Lord Nami, the Tide Singer

EARTH

***

Beast-Warrior / Tuner / Effect

When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned,you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When a Beast-Type monster is destroyed: Draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control.

ATK: 1200 / DEF: 1300

 

Beast Lord David, the Sky Tamer

EARTH

***

Beast-Warrior / Tuner / Effect

When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. A Beast-Type Synchro monster Summoned by using this card as a Synchro Material Monster gains this effect:

While this card is on the field, when a “Beast Lord” monster would Special Summon a “Beast Kin” monster, you can Special Summon 1 “Beast Kin” monster from your Graveyard instead.

ATK: 1500 / DEF: 800

 

Beast Lord Tyrus, the Cruel Master

EARTH

***

Beast-Warrior / Tuner / Effect

When this card is Normal Summoned: You can Special Summon 1 “Beast Kin” monster from your hand. If you did not control another monster when this card was Normal Summoned, you can discard 1 card to Special Summon 1 “Beast Kin” monster from your Deck instead, but that monster cannot be used as a Synchro Material Monster, except for the Summon of a Beast-Type monster. Once per turn: You can target 1 Beast-Type monster you control and 1 card on the field; destroy those targets. You cannot Summon Beast-Type monsters for the remainder of the turn you used this effect. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control. 

ATK: 1400 / DEF: 1000

 

Beast Kin Rex, the Molten Wolf

FIRE

****

Beast / Effect

If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles a monster with a Level equal to or lower than this card’s, halve the ATK of the opposing monster until the end of the Damage Step.

ATK: 1500 / DEF: 1300

 

Beast Kin Shimmerwing, the Snow Owl

LIGHT

****

Beast / Effect

If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles during your opponent’s Battle Phase: You can change this card to Defence Position, then, increase the DEF of this card by 800 until the end of the Battle Phase. When you would Fusion Summon a Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type monster, you can banish this card from your Graveyard as a Fusion Material Monster.

ATK: 1400 / DEF: 1200

 

Beast Kin Shyden, the Colossal Squid

WATER

****

Beast / Effect

If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When this card battles: You can return this card and the opposing monster to the hand. The opposing monster must be able to return to the hand in order to activate and resolve this effect. Until the End Phase of the next turn those cards cannot leave the hand, except by a card effect.

ATK: 1600 / DEF: 1500

 

Beast Kin Zephyre, the Sky Drake

WIND

****

Beast / Effect

If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. When you Summon a “Beast Lord” monster: You can Special Summon this card from your hand or Graveyard. You can only use this effect once per duel. A Beast-Type Synchro Monster Summoned by using this card as a Synchro Material Monster gain this effect.

When this card destroys a monster by battle or by effect: You can add 1 “Beast Lord” or “Beast Kin” monster from your Deck or Graveyard to your hand.

ATK: 1800 / DEF: 900

 

Beast Kin Endymion, the Tortured Unicorn

DARK

****

Beast / Effect

If this card was Summoned by the effect of a “Beast Lord” monster, this card is unaffected by your opponent’s card effects until the End Phase. While you control no other monsters, double this card’s Original ATK. When you Summon a “Beast Lord” monster: Destroy this card.

ATK: 1200 / DEF: 1200[/spoiler]

 

[spoiler=Extra Deck]

Awakened Beast Kin Rex, the Courageous Infernal Hellhound

FIRE

*******

Beast / Synchro / Effect

1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters

When this card declares an attack, your opponent cannot activate card effects until the end of the Damage Step. Banish monsters this card destroys by battle. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand.

ATK: 2300 / DEF: 2000

 

Awakened Beast Kin Shimmerwing, the Heavenly White Phoenix

LIGHT

*******

Beast / Synchro / Effect

1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters

When a “Beast Lord” monster you control is declared as an attack target: You can discard 1 card; end the Battle Phase and proceed to the End Phase. Card effects cannot be activated during the End Phase of the turn you used this effect. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand.

ATK: 1400 / DEF: 2800

 

Awakened Beast Kin Shyden, the Compassionate Colossal Kraken

WATER

*******

Beast / Synchro / Effect

1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters

Once per turn, when a “Beast Lord” monster battles, before Damage Calculation: You can target 1 card on the field (excluding the battling monsters); destroy that card. If a “Beast Lord” monster you control would leave the field (either by battle or by card effect): You can shuffle this card into your Extra Deck instead.

ATK: 2200 / DEF: 2200

 

Awakened Beast Kin Zephyre, the Fierce Sky Dragon

WIND

*******

Beast / Synchro / Effect

1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters

This card can attack your opponent directly, but any Battle Damage your opponent receives is halved. When a “Beast Lord” or “Beast Kin” monster you control leaves the field: You can Special Summon this card from your Graveyard. You can only use this effect once per duel. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand.

ATK: 2400 / DEF: 1900

 

Awakened Beast Kin Endymion, the Pitch Black Nightmare

DARK

*******

Beast / Synchro / Effect

1 “Beast Lord” Tuner + 1 or more Beast-Type non-Tuner monsters

While this is the only monster you control, your opponent cannot activate card effects during the Battle Phase. This card can attack twice during each Battle Phase, and it inflicts Piercing Battle Damage. You cannot Summon “Beast Lord” monsters. When this card is sent to the Graveyard: You can add 1 “Bond Between Master & Kin” from your Deck or Graveyard to your hand.

ATK: 2700 / DEF: 1800

 

Ascended Beast Lord Wulfric, the Molten Paw

FIRE

********

Beast-Warrior / Fusion / Effect

1 “Beast Lord” monster + 1 Beast-Type monster

Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. The Original ATK of “Beast Kin” monsters with less than 2000 ATK become 2000. Beast-Type monsters are unaffected by the effects of your opponent’s monster and Trap cards during the Battle Phase. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000.

ATK: 2500 / DEF: 2000

 

Ascended Beast Lord Olivia, the Sainted Wing

LIGHT

********

Beast-Warrior / Fusion / Effect

1 “Beast Lord” monster + 1 Beast-Type monster

Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Beast-Type monsters you control cannot be destroyed by your opponent’s card effects. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000.

ATK: 1700 / DEF: 3000

 

Ascended Beast Lord Nami, the Storm Singer

WATER

********

Beast-Warrior / Fusion / Effect

1 “Beast Lord” monster + 1 Beast-Type monster

Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Once per turn: You can reveal up to 3 “Beast Lord”, “Beast Kin”, or “Master and Kin” cards in your hand, then shuffle the revealed cards into your Deck; draw cards equal to the number of shuffled cards. If you shuffled in exactly 1 of each of the above cards, you can draw 1 more card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000.

ATK: 1500 / DEF: 1800

 

Ascended Beast Lord David, the Sky Lord

WIND

********

Beast-Warrior / Fusion / Effect

1 “Beast Lord” monster + 1 Beast-Type monster

Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. Increase the ATK of “Beast Kin” monsters Summoned by the effect of a “Beast Lord” monster by 500, and during the turn they were Summoned, if they destroy a monster by battle: You can draw 1 card. When this card is declared as an attack target, you can change the target to a Beast-Type monster you control, and increase the ATK of that monster by 1000.

ATK: 2400 / DEF: 1900

 

Ascended Beast Lord Tyrus, the Cruel Executioner

DARK

********

Beast-Warrior / Fusion / Effect

1 “Beast Lord” monster + 1 Beast-Type monster

Can only be Special Summoned by Fusion Summon. Once per turn: You can Special Summon 1 non-Synchro “Beast Kin” monster from your hand or Graveyard. When a Beast-Type monster is Summoned: Destroy that monster, and inflict damage to your opponent equal to half the ATK of the destroyed monster. Once per turn: You can banish 1 “Beast Kin” monster from your Graveyard; destroy 1 card on the field.

ATK: 2500 / DEF: 900

 

Gaius Omnius, the Ultimate Beast Lord

EARTH

**********

Beast-Warrior / Fusion / Effect

1 “Ascended Beast Lord” monster + 1 “Awakened Beast Kin” monster

Can only be Special Summoned by Fusion Summon. Banish the Fusion Material Monsters used to Fusion Summon this card. While this card is on the field, you can only Summon 1 monster per turn. Once per turn: You can Special Summon 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your hand or Graveyard. When a “Beast Lord” monster, or “Beast Kin” monster is Summoned: You can return that monster to its owner’s hand and apply 1 of the following effects;

Until the end of the next turn, this card is unaffected by the effects of cards that target.

Add 1 “Beast Lord”, “Beast Kin”, or “Master and Kin” card from your Deck or Graveyard to your hand.

ATK: 3800 / DEF: 3500

 

Fallen Beast Lord Wulfrex, the Crimson Claw

NO ATTRIBUTE

*******

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 FIRE Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

When this card is Alloy Summoned: Special Summon 1 “Beast Kin” monster form your hand, Deck or Graveyard. While that monster is face-up on the field, this card and that monster are unaffected by the effects of your opponent’s cards.

ATK: 2500 / DEF: 2000

 

Cursed Beast Lord Olivierwing, the Fallen Wing

NO ATTRIBUTE

*******

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 LIGHT Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

Once per turn when a "Beast Kin" monster is sent to the Graveyard: You can banish 1 "Beast Lord" or "Beast Kin" monster (excluding the sent monster) from your Graveyard; add that monster to your hand.

ATK: 1700 / DEF: 3000

 

Cursed Beast Lord Namyden, the Tainted Sea

NO ATTRIBUTE

*******

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 WATER Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; draw 1 card.

ATK: 1500 / DEF: 1800

 

Cursed Beast Lord Daphyre, the Polluted Sky

NO ATTRIBUTE

*******

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 WIND Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

When you Summon a "Beast Kin" monster: You can banish it; add 1 "Beast Lord" or "Beast Kin" monster from your Deck to your hand.

ATK: 2400 / DEF: 1900

 

Cursed Beast Lord Tyremion, the Mad Destroyer

NO ATTRIBUTE

*******

Beast / Beast-Warrior / Carrier / Alloy / Effect

1 DARK Beast-Type monster + 1 EARTH Beast-Warrior-Type monster

Once per turn: You can banish 1 "Beast Kin" monster from your Graveyard; inflict damage to your opponent equal to half the ATK of the banished monster.

ATK: 2500 / DEF: 900[/spoiler]

 

[spoiler=Spells & Traps]

Burial of Master and Kin

Normal Spell

Banish 1 “Beast Lord” and 1 “Beast Kin” monster from your Graveyard; draw 2 cards. You can only activate 1 “Burial of Master and Kin” per turn.

 

Rebirth of Master and Kin

Normal Spell

Banish 1 “Beast Lord” or “Beast Kin” monster from your Graveyard; add 1 “Beast Lord” or “Beast Kin” monster from your Deck to your hand.

 

Bond Between Master and Kin

Continuous Spell

During either player’s Main Phase: You can Fusion Summon 1 Beast-Type, Beast-Warrior-Type, or Winged-Beast-Type Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material Monsters. During either player’s Main Phase: You can target 1 “Awakened Beast Kin” monster or 1 “Ascended Beast Lord” monster you control; shuffle that monster into your Extra Deck, then, if the Material Monsters used to Fusion/Synchro Summon that monster are in your Graveyard, you can Special Summon them to either side of the field. You can only 1 effect of “Bond Between Master & Kin” per turn, and only once that turn.

 

Solidarity of Master and Kin

Continuous Spell

· If you control a “Beast Lord” monster, increase the ATK of “Beast Kin” monsters you control by 600.

· If you control a “Beast Kin” monster, increase the ATK of “Beast Lord” monsters you control by 400.

When a “Beast Lord” or “Beast Kin” monster battles, before Damage Calculation: You can banish this card and 1 “Beast Lord” monster, or 1 “Beast Kin” monster from your Graveyard; the battling monster gains 1000 ATK until the end of the Battle Phase.

 

The Trials of Master and Kin

Continuous Trap

You can only control 1 “The Trials of Master and Kin”. You can only activate 1 of the following effects per turn.

· If you control only a “Beast Lord” monster(s): You can Special Summon 1 “Beast Kin” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card.

· If you control only a “Beast Kin” monster(s): You can Special Summon 1 “Beast Lord” monster from your Graveyard. You cannot activate this card’s effect while you control a monster Summoned by this effect. If a monster Summoned by this effect is destroyed and sent to the Graveyard: Destroy this card.

When this card is destroyed, destroy any monsters Summoned by this effect.

 

The Rage of Master and Kin

Continuous Trap

When a “Beast Lord” or “Beast Kin” monster is Summoned: You can negate that card’s effect; that monster cannot be targeted or destroyed by card effects while it remains face-up on the field. During either player’s turn: You can banish this card from your Graveyard to target 1 “Beast Lord” monster, or 1 “Beast Kin” monster you control; that monster cannot be targeted or destroyed by card effects until the End Phase of this turn.[/spoiler][/spoiler][/spoiler]

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