Draconus297 Posted January 2, 2017 Report Share Posted January 2, 2017 [spoiler= Monsters]Ignearmor CoreFIRE - Level 3 - Rock/Effect - 800/2000When this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. "Ignearmor" monsters you control gain 100 ATK times their Level for each Ignearmor Counter on them. If a monster would attack, you can remove 1 Ignearmor Counter from this card: Negate that attack, and if you do, that monster cannot declare an additional attack, be used as Fusion, Synchro, or Xyz Material, or be targeted by card effects until the end of the turn. Ignearmor HelmFIRE - Level 4 - Rock/Effect - 1700/1300When this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. If this monster has Ignearmor Counters during the End Phase, you can add 1 "Ignearmor" card from your Deck to your hand. If your opponent takes damage in a battle involving an "Ignearmor" monster you control, you can remove 1 Ignearmor Counter from this card to take control of the opposing monster instead of destroying it. Ignearmor BreastplateFIRE - Level 5 - Rock/Effect - 2100/1500When this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. If an "Ignearmor" monster you control activates an effect by removing one of its Ignearmor Counters, all "Ignearmor" monsters you control gain ATK equal to that monster's Level x200. Once per turn, you can remove 1 Ignearmor Counter from this card to target 1 face-up card on the field: Destroy that target, and if you do, inflict 500 damage to your opponent. Ignearmor ShieldFIRE - Level 6 - Rock/Effect - 2300/1900Cannot be Special Summoned, except by the effect of an "Ignearmor" card. If this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. While this card has Ignearmor Counters on it, "Ignearmor" monsters you control cannot be destroyed by your opponent's card effects. Once, during either player's turn, if your opponent would activate a Trap Card or the effect of a Trap Card, you can remove 1 Ignearmor Counter from this card to negate the activation and destroy it, and if you do, inflict 500 damage to your opponent. Ignearmor BladeFIRE - Level 7 - Rock/Effect - 2600/2200Cannot be Special Summoned, except by the effect of an "Ignearmor" card. If this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. If an "Ignearmor" monster with Ignearmor Counters battles, you can Set 1 "Ignearmor" Spell/Trap Card from your Deck: A card Set by this effect can be activated this turn. Once, during either player's turn, if your opponent activates a Spell Card or the effect of a Spell Card: You can negate the activation, destroy that card, and if you do, inflict 500 damage to your opponent. Ignearmor BowFIRE - Level 8 - Rock/Effect - 3000/2400Cannot be Special Summoned, except by the effect of an "Ignearmor" card. If this monster is Normal or Special Summoned, place 2 Ignearmor Counters on this card. While this card has Ignearmor Counters on it, your opponent cannot target "Ignearmor" monsters you control for cards or effects. Once, during either player's turn, if your opponent activates the effect of a monster on the field, in their hand, or in the Graveyard, you can negate the activation and inflict 500 damage to your opponent, also cards with that name cannot activate their effects until the 3rd Standby Phase after this effect's activation. Ignearmor Master ArmorFIRE - Level 9 - Rock/Effect - 3300/2700Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by the effect of an "Ignearmor" card. You can Tribute up to 3 "Ignearmor" monsters you control to Special Summon this monster from your hand, and if you do, this monster gains the effects of all Tributed monsters, also transfer all Ignearmor Counters on those monsters to this card. If your opponent would Normal or Special Summon a monster(s), you can remove 1 Ignearmor Counter from this card to negate the Summon, destroy that monster(s), and if you do, you can Special Summon 1 "Ignearmor" monster from your Graveyard. [spoiler= S/T]Ignearmor Assembly YardField Spell During your Standby Phase, you can toss a coin, and if you call it right, place 2 Ignearmor Counters on all face-up "Ignearmor" monsters you control. "Ignearmor" monsters you control cannot be Tributed, except for the Summon of an "Ignearmor" monster. If an "Ignearmor" monster you control is destroyed, you can Special Summon 1 "Ignearmor" monster from your hand or Deck exactly 1 Level higher or lower than the destroyed monster. Ignearmor MightContinuous Spell During each of your Standby Phases, place 1 Ignearmor Counter on each "Ignearmor" card you control. If, during your End Phase, there is an Ignearmor Counter on a card(s) in your Spell/Trap Card Zone, move all Ignearmor Counters on that card(s) to a face-up "Ignearmor" monster you control. Ignearmor Defense Normal TrapIf your opponent controls the monster with the highest original ATK on the field, you can select and activate 1 of the following effects:●Place 1 Ignearmor Counter on all face-up "Ignearmor" monsters you control, also "Ignearmor" monsters you control cannot be destroyed by battle. ●Special Summon 1 "Ignearmor" monster from your hand or Graveyard, also you take no Battle Damage for the rest of the turn. You can only activate 1 "Ignearmor Defense" per turn. Ignearmor MightContinuous Trap "Ignearmor" monsters you control gain 100 ATK for every Ignearmor Counter on the field. If an "Ignearmor" monster you control did not activate its effect this turn, you can draw 2 cards during your 2nd Main Phase, but you cannot Summon monsters for the rest of the turn, except "Ignearmor" monsters. Link to comment Share on other sites More sharing options...
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