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Re-upload: My version of Amulet monsters.


Woloa

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Now, I know @skyline777123 Already made these a thing, but, I decided to write up my own, cleaner, rules for how they would work to make them more comprehendable.

 

[spoiler=What is an Amulet?]Amulet Monsters are always treated as trap cards AND monster cards. Wile they are in a monster can zone, their monster effects acitvate and the stats found on the bottom half of the card are used. Amulet monsters always go to the extra deck when destroyed, where they can be summoned by pendulums of the activation of another amulet. To the very left and right of the card are two yellow symbols, one resembling a dragon roaring, the other resembling a fireball, with numbers next to them. The number next to the dragonhead is the number of extra monster card zones the amulet gives you, the number next to the fireball is the number of extra spell and trap card zones the amulet gives you, both to maximum of 5.

 

 

[spoiler=Amulet Activation]An amulet is set face down in the 1 (ONE) amulet zone on your field. When the amulet's amulet effect (or trap effect) is triggered, it is flipped face up and the extra zones it grants are activated, in addition to its effect. As well, when an Amulet monster is activated, you may special summon 1 Amulet monster from your extra deck of an equal or lower level in a monster zone in attack or defense position.

 

 

[spoiler=Rulings]If an amulet effect has a cost that you can not pay, you may not activate the amulet.
If an amulet is destroyed wile cards are present in the extra zones it provided, those cards are destroyed.

 

 

[spoiler=Exsamples]Yellow Gem-Eyes Doll
Level 2, Spellcaster Type, Dark, Amulet.
1000Atk/1000Def
Monster Zone: 'This one is odd, it doesn't seem as strong as the others, and yet, it has some kind of dormant power...'
Amulet Zone:
Monster Zones: 3/ Spell/Trap Zones: 2
Once per turn, if your opponent declares a direct attack wile you control 1 or more monsters, negate that attack. The first activation of this effect activates the amulet.

 

Amulet Juggler

Level 4, Spellcaster-Type, Dark, Amulet

Monster Zone: He doesn't fit in with the other jugglers do to the nature of his work.

Amulet Zone:

Monster Zones: ?/Spell/Trap Zones:?

When your opponent draws a card except for their normal draw: they must discard 1 card. After the first activation of this effect, roll 2 dice, rerolling any result of 6. The result of the first die roll becomes this card's monster scale and the result of the second becomes this card's spell/trap scale.

 

Silver Amulet Dragon

Level 6, Dragon-Type, Light, Amulet

Monster Zone: You may tribute this card: Search your deck for 1 Amulet monster and set it face down in your amulet zone

Amulet Zone:
Monster Zones: 5

Spell/Trap Zones: 0

When your opponent special summons a monster: Flip a coin, if its heads, that monster can not attack this turn. The first activation of this effect activates the amulet

 

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This would be an interesting type of function to play as it plays something similar to pendulums with different and powerful effects. The good and bad side of Amulet monsters that I am seeing is that they allow more room for monsters and spell cards unto the field. I am just worried with the swarming some decks use to dominate the field. However, due to the nature of the game right now, Amulet monsters won't be able to integrate well as I see it. I am looking forward with further examples of Amulet monsters and extra amulet effects they have.

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