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This is my personal take on DC based cards and a Justice League based deck. I've printed and tried these cards out in several duels, overall they make for a pretty powerful deck. That being said, there strengths and there weaknesses would be in there summoning ability.
Currently this topic mostly contains cards mainly based on the Justice League/the Crime Syndicate but, 
I do in the future plan to make other DC based cards. Please feel free to share your opinions and let me know what you think.
 
[spoiler=Links]
http://imgur.com/a/rvmvD#FSb4mhz
https://www.dropbox.com/sh/el0njlaorw596tz/AABeRTAxkxuiYOCzv04WLu_2a?dl=0


 
[spoiler=DC Hero]
DC Hero The Flash
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Warrior / Effect
If you've activated a quick play spell card this turn you can Special Summon this card from your hand. When this card is Summoned on your turn place one Speed Counter on it (Max 3). This card can attack an additional time per Battle Phase and gains 100 attack for each Speed Counter on it. This card gains one Speed counter during each of your Standby Phases.
ATK / 2200  DEF / 1500
 
DC Hero Aquaman
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Warrior / Effect
If there is a water monster on the field you can Special Summon this card from your hand. This card gains 500 attack for every water monster on the field except for "DC Hero Aquaman". Once per turn, during ether players turn: you can take control one of opponents water monsters, you can only control one at a time. During each standby phase, you control a face-up "DC Hero Aquaman" you gain 500 life points.

DC Hero Batman
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Warrior / Effect
If your opponent controls 2 or more monsters you can Special Summon this card from your hand. When this card is Summoned, you can add up to a total of 2 Different "Bat" spell and/or trap cards from your deck to your hand; cards added to hand by this effect must include the phrase "DC Hero" in their card effect. You can only use this effect of "DC Hero Batman" once per duel.
ATK / 2500  DEF / 2000
 
DC Hero Superman
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Warrior / Effect
You can tribute 1 "DC Hero" Monster you control to Normal Summon this card. This monster cannot be destroyed by battle. Once per turn you can reveal one face down card your opponent controls and set it back face down, its effects do not activate.
ATK / 3000  DEF / 2500
 
DC Hero Wonder Woman
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Warrior / Effect
If you control a face-up warrior type "DC Hero" monster, you can be Special Summon this card from your hand. This card can be Normal Summoned without tribute when there are 2 or more warrior type monsters in your Graveyard. Once per turn you can flip a face down monster your opponent controls face up and its effect(s) are negated. If this card destroys an opponent's monster by battle your opponent must reveal their hand for the rest of the turn. If this card attack a warrior type increase its attack by 300 during the Damage Step only. While this card is face up on the field you do not receive effect damage.
ATK / 2200  DEF / 1700
 
DC Hero Hawkgirl
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Warrior / Effect
Each "DC Hero" Monster you control gains 100 attack and defence for each for face-up "DC Hero" Monster you control.
ATK / 1900  DEF / 1800
 
DC Hero Green Lantern
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Warrior / Effect
Once per turn, from your hand you may reveal this card to your opponent and discard the top card of your deck to the graveyard, If it is a spell card you can Special summon this card, if not this card remains in your hand. When this card is Special Summoned from your hand, target 5 spells in your deck, your opponent then selects one at random and it is added to your hand, the rest are shuffled back into your deck. Once per turn, during ether players turn: you can discard a Spell Card to increase this cards attack or defence by 300. You may only use each effect of a "DC Hero Green Lantern" once per turn.
ATK / 2200  DEF / 2200
 
DC Hero Cyborg
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Machine / Effect
You can return 2 "DC Hero" Monsters from your Graveyard to deck to Special Summon this card from your hand. If this card destroys an opponents monster, deal half that monsters defence as damage to your opponent. This card gains 500 attack points for every machine type monster your opponent controls.
ATK / 2500  DEF / 2000
 
DC Hero Martian Manhunter
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Psychic / Effect
If you control 3 or more face-up "DC Hero" Monster Cards you can Special Summon this card from your hand. Each of your opponent's monster loss 100 attack for every face-up "DC Hero" you control. Once per turn this card can attack your opponent directly, in that case deal half this cards original attack as damage.
ATK / 2500  DEF / 2500
 
DC Hero Captain Shazam
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Thunder / Effect
If you control is a face-up Light attribute "DC Hero" you can special summon this card from your hand. When this card attacks it gains 300 attack for every Light monster on the field except for "DC Hero Captain Shazam" until the end of the Damage Step.
ATK / 2500  DEF / 1900
 
DC Hero Green Arrow
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Warrior / Effect
If your opponent destroys one of your cards by card effect you can Special Summon this card from your hand, If this card has been special summoned this way; you can target a spell or trap your opponent controls and destroy it. Once per turn you can destroy one spell or trap on the field. This card cannot be selected as an attack target on the turn it is summoned. If this card attacks a defence position monster inflict piercing damage.
ATK / 2400  DEF / 2100


[spoiler=DC Anti-Hero]
DC Anti-Hero Johnny Quick
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Warrior / Fusion / Effect
"DC Hero The Flash + Parallel World Change" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can attack each of you opponents monsters once. For each monster this card destroys, it gains 300 attack until end of turn.
ATK / 2300  DEF / 2000

 
DC Anti-Hero Sea King
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Warrior / Fusion / Effect
"DC Hero The Aquaman + Parallel World Change" Must be first Fusion Summoned. This card gains 300 attack for every banished water monster. If this card attacks a defence position monster inflict piercing damage. Once per turn, during ether players turn: you can banish one water monster from ether players graveyard to special summon this card from the graveyard, you can only use this effect up to 3 times.
ATK / 2300  DEF / 2000

 
DC Anti-Hero Owlman
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Warrior / Fusion / Effect
"DC Hero Batman" + "Parallel World Change"
Must be Fusion Summoned and cannot be Special Summoned by other ways.
When this card is Summoned you can must banish a card from the field, if the banished card was a monster this card gains half its attack points. If this card attacks trap cards cannot be activated until the end of the Damage Step.
ATK / 2500  DEF / 2000


DC Anti-Hero Ultraman
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Warrior / Fusion / Effect
"DC Hero Superman" + "Parallel World Change"
Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot be destroyed by card effects. Once per turn, you can look at the top card of your opponents deck and choose whether or not to put it at the bottom of there deck.
ATK / 3000  DEF / 2500


DC Anti-Hero Power Ring
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Warrior / Fusion / Effect
"DC Hero Green Lantern + Parallel World Change" Must be Fusion Summoned and cannot be Special Summoned by other ways. At the End Phase of each turn you can add one spell card that you activated that turn to hand. Once per turn, during ether players turn: If this card is to be destroyed you can discard one spell card instead.
ATK / 2300  DEF / 2000

 
DC Anti-Hero Super Woman
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Warrior / Fusion / Effect
"DC Hero Wonder Woman" + "Parallel World Change"
Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn, during ether players turn: You can select one card at random from your opponents hand it cannot be used that turn. Once per turn you can select one monster your opponent controls it cannot attack until the end of their next turn, if that is the only monster they control this card can attack your opponent directly.
ATK / 2200  DEF / 1700


[spoiler=DC Spells]
DC Universe
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Field Spell
Once per turn, you can use this cards effect to Special Summon a "DC" monster from your hand.
 
Call For Justice
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Spell
Pay 500 Life Points, add 1 "DC Hero" Monster Card from your deck to your hand.
 
Bat Signal
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Spell
Pay 1000 Life points and Special Summon "DC Hero Batman" from your hand, deck or Graveyard. You cannot activate this cards effect if you already control a "DC Hero Batman".
 
Metropolis News Report
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Spell
Activate one of these effects.
*Discard a card, to Special Summon "DC Hero Superman" from your hand or deck you can only use this effect once per duel.
*Discard 2 Cards, to Special Summon "DC Hero Superman" from the graveyard.
 
The Hero Among Us
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Spell Quickplay
Target one face up "DC Hero" Monster and up to 2 other attack position "DC Hero" Monsters on your side of the field, the first target gains attack equal to the total attack of the monsters targeted by this card until end of turn. Only the monster which gains attack by this card effect can attack this turn. You can only activate one "The Hero Among Us" per turn.
 
The Justice League
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Spell
This cards activation cannot be negated. Receive 1000 Points of damage and from your hand, field or Graveyard target 5 cards in the follow list: "DC Hero Superman", "DC Hero Batman" "DC Hero The Wonder Woman", "DC Hero Green Lantern", "DC Hero The Flash", "DC Hero Aquaman", "DC Hero Martion Manhunter", "DC Hero Hawkgirl","DC Hero Cyborg" Special Summon as many of the monster cards targeted by this effect that you can, that are not currently on the your side of the field. Monsters Special Summoned this way cannot attack this turn. Cards Summoned by this effect cannot be used for Special Summons of other monsters except for Special Summons of "DC" monsters.
 
Batarang
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Spell
This card can only be equipped to "DC Hero Batman"
The monster equipped with this card can inflict piercing damage. If the monster equipped with this card destroys an opponents monster by battle draw 1 card at the End Phase of this turn. While this card is equpped to a monster it is unaffected by card effects.
 
Extra Bat Utilities
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Equip Spell
This card can only be equipped to "DC Hero Batman"
The monster equipped with this card gains 300 attack and If the equipped monster is to be destroyed you can destroy this card instead. You can also send this card to the Graveyard to negate an effect that targets the monster equipped with this card.
 
Bat Cave
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Spell
"DC Hero Batman" cannot be Special Summoned this turn. You can activate one of the following effects,
*Target up to 2 "Bat" equip spells from graveyard and add them to hand.
*Target one "Bat" equip spell from deck add that target to hand.
 
Parallel World Change
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Spell
Send the named Fusion Materials listed on a Fusion Monster Card from you hand or side of the field to graveyard that also listed this card as Fusion Material, and special summon that Fusion Monster from your Extra Deck.
 
Amazonian Pride
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Spell Quickplay
Target one face up "DC Hero Wonder Woman" that card gains 300 attack for every warrior type monster in the your Graveyard and cannot be destroyed by card effects until the end of turn.
 
Atlantean Support
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Spell Continuous 
When this card is activated you can Special Summon "DC Hero Aquaman" from your hand or deck. As long as this card is on the field water type monsters you control gain 300 attack. Each time you destroy an opponent monster by battle with a water type monster you control you gain 500 life points.
 
Extra Quiver
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Spell Quickplay
If you do not control a face-up "DC Hero Green Arrow" you can Special Summon it from your hand and ignore the following effects.
If there is a face up "DC Hero Green Arrow" on your side of the field you can activate one of the following effects.
*Negate the activation of your opponent's spell or trap and if you do, destroy it.
*If a monster you control is targeted by an opponent's Monster Card effect, negate the activation and if you do destroy that monster.
 
Rush Hour
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Spell Quickplay
You can activate this card and send it to the Graveyard. If this card has been activated while you have less than or equal to 600 life points you can Special Summon "DC Hero The Flash" hand, deck or Graveyard. You can banish this card from the Graveyard target one face up "DC Hero The Flash" to gain one of the following effects until end of turn,
*Can inflict Piercing Damage
*Gains 800 Attack
*Can remove one Speed Counter to negate its destruction
 
The Speed Force
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Spell Quickplay
Target a "DC Hero The Flash" on your side of the field, double its speed counters and it is unaffected by your opponent's card effects until the end of turn. Removes all speed counters from the card targeted by this cards effect at the End Phase of this turn. This card can banished from your Graveyard instead of "Rush Hour".
 
The Dark Knight Rises
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Spell Quickplay
Special Summon "DC Hero Batman" from the Graveyard.
 
The Watch Tower
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Spell Continuous
During your Standby Phase you can add one "DC Hero" from your Graveyard to your hand. The card added to hand by this effect cannot be Special Summoned that turn.
 
Unyielding Justice
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Spell Quickplay
Discard your entire hand (min 1). DC Hero Monsters you control are unaffected by your opponents card effects until end of turn.
 
Solar Destruction
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Spell
Send one "DC Hero Superman" from hand or field to the Graveyard, destroy up to 2 targets on your opponent's side of the field.
 
Justice Justice Justice
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Spell
Pay half you life points add a "Justice" spell or trap card from your deck to your hand.
 
Anti-Matter
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Spell
Target a face up "DC Anti-Hero" Monster you control, then your opponent discards one random card from their hand. You can also send one or more cards you currently control to the graveyard and to banish the same amount of cards your opponent controls.
 
Shark Repellent Bat Spray
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Spell Quickplay
This cards activation cannot be negated if you control a face-up "DC Hero Batman". This card can be activated and sent to the Graveyard without use of the following effect. Destroy all face-up water monsters your opponent controls and deal 300 damage to your opponent for each monster destroyed this way.



[spoiler=DC Traps]
Barrier Of Justice
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Counter Trap
If a "DC Hero" Monster or Monsters you control are targeted by a card effect that destroys monster(s) or removes them from your side of the field to your opponent's side of the field, negate that card effect and if you do destroy that card.
 
Justice For The Fallen
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Trap
If a "DC Hero Monster" you control is destroyed by your opponent and sent to the graveyard, you can Special Summon a "DC Hero" from your hand with the same level or higher than the destroyed monster.
 
Baton Of Justice
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Trap
If a "DC Hero" Monster you control was just destroyed by battle you can Special Summon a "DC Hero" Monster from your deck, that has a lower level and different attribute then the destroyed monster.
 
Scales Of Justice
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Trap Continuous
If there are 5 or more "DC Hero" Monsters in the Graveyard shuffle them into your deck; then you can Special Summon a "DC Hero" Monster from your deck whose level is equal to or less then the amount of monsters shuffled into your deck by this effect or add a "DC Hero" Monster to your hand who is one level higher.


 
[spoiler=DC Villains](Coming Soon?) I'd like to make these sometime in the future

 

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