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Woloa

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These cards are intended for getting a big monster out on turn 1, and two massive ones on turn 4, if no one stops you. I was tired when I made these

 

[spoiler='Monsters']zPnx2Xw.jpg
Lore: When this monster is normal summoned you may search your deck for a Primary: Red and a Primary: Yellow and add them to your hand. If this is the only primary monster you control, you may special summon them in face up attack position.

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Lore: When this monster is normal summoned you may search your deck for a Primary: Yellow and a Primary: Blue and add them to your hand. If this is the only primary monster you control, you may special summon them in face up attack position.

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Lore: When this monster is normal summoned you may search your deck for a Primary: Blue and a Primary: Red and add them to your hand. If this is the only primary monster you control, you may special summon them in face up attack position.

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Lore: This monster can not be normal summoned or set, it cannot be special summoned except by the effect of Color World or by tributing one Primary: Blue and one Primary:Yellow from your field. If this is the only Secondary monster you control, return one Primary: Yellow or Primary: Blue from your graveyard to your hand during the end step.

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Lore: This monster can not be normal summoned or set, it cannot be special summoned except by the effect of Color World or by tributing one Primary: Red and one Primary:Yellow from your field. If this is the only Secondary monster you control, return one Primary: Yellow or Primary: Red from your graveyard to your hand during the end step.

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Lore: This monster can not be normal summoned or set, it cannot be special summoned except by the effect of Color World or by tributing one Primary: Red and one Primary:Blue from your field. If this is the only Secondary monster you control, return one Primary: Blue or Primary: Red from your graveyard to your hand during the end step.

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Lore: 1 Secondary: Green +1 Secondary: Orange +1 Secondary: Purple
Or
1 Primary:Red + 1 Primary: Blue + 1 Primary: Yellow
This monster gains 500 attack and defense and one level for each Primary monster used to fusion summon it and 1000 attack and defense and two levels for each Secondary monster used in fusion summoning it.

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Lore: This monster can not be normal summoned or set, this monster cannot be special summoned except by the effect of Dark Refraction.[/spoiler]

 

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Lore: once per turn, you may special summon a Secondary monster from your hand in face up attack position. Primary Secondary and Eternal monsters gain 500 attack and defense points.

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Lore: Activate only if you control two or more primary monsters with different names. Search your deck for a Secondary: Green, Secondary: Orange or Secondary: Purple and add it to your hand.

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Lore: Each Primary monster you control gains 700 attack points for each Secondary monster with a different name you control.

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Lore: Activate only when you fusion summon Eternal: White using Secondary: Orange, Secondary: Green and Secondary: Purple as fusion material. Special summon one Eternal: Black from your hand in face up attack position.

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Lore: Activate only if you control Eternal: White and Eternal: Black. Eternal monsters you control can not be destroyed by card effects.[/spoiler]

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  • 4 weeks later...

Interesting. I wouldn't have expected butterflies, but I am a sucker for colors and these seem like well-designed cards. I just wish you had formatted the page differently so that the stronger cards came nearer the end and the spells weren't mixed in with the monsters. 

Well, this was an older thread of mine, I'll clean it up when I have the time. I also suggest you post something kinda review sounding so you don't get slapped with an advanced clause violation.

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Okay, well, this seems like a pretty powerful way to get strong monsters out on the field within a few turns. This is an interesting concept for Fusion Monsters that I haven't seen done before, and I feel this has a lot of potential. It might be nice to see this fleshed out with a couple more Spells and maybe some Trap Cards, but this is definitely a strong start. 

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Okay, well, this seems like a pretty powerful way to get strong monsters out on the field within a few turns. This is an interesting concept for Fusion Monsters that I haven't seen done before, and I feel this has a lot of potential. It might be nice to see this fleshed out with a couple more Spells and maybe some Trap Cards, but this is definitely a strong start. 

If you have any suggestions, I'll take 'em.

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