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Make a Ritual Monster game (v. 2.0)

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D/D/D Mountain King Joeseph

EARTH/Fiend/Level 5/ATK 2100/DEF 1700

You can ritual summon this card with "Dark Contract with the Thousand hands". You can discard this card add 1 "Dark Contract" card from your deck to your hand. When this card is ritual summoned, draw 1 card for each "D/D/D" monster you control. All "D/D/D" monsters you control gain 300 AT for each "D/D" card you control. When this card on the field is destroyed, add 1 "D/D" pendulum monster from your face up extra deck to your hand. You can only use each effect of "D/D/D Mountain King Joeseph" once per turn

 

Dark Contract with the Thousand Hands

Continuous spell

Once per turn you can Ritual summon 1 Fiend Ritual monster from your hand, you must also tribute monsters from your hand or field or banish "D/D" monsters from your GY whose total levels are equal to or higher than the summoned monsters. If all monsters used as tribute a "D/D" monsters you can summon a "D/D/D" ritual monster from your deck instead. During your standby phase, take 1000 points of damage.

 

Next: imma give you 2 choices for some spice (only 1)

1: another D/D/D monster

2: a Better Salamangreat Ritual monster

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D/D/D High King Henry

Level 8 DARK

Fiend/Ritual/Effect

You can Ritual Summon this card with "Dark Contract with The Alchemist". When this card is Ritual Summoned, you can send 1 Spell/Trap card you control to the GY, target 2 "D/D/D" Pendulum Monster's with different names in your Extra Deck, Special Summon them, but their effects are negated. While you control this face-up card, D/D/D Monsters you control are unaffected by opponents card effects. Once per Turn: You can send 1 "Dark Contract" card you control to the GY, add 1 "Dark Contract" card from your Deck to your Hand. You can only use each effect of "D/D/D High King Henry" once per turn.

Dark Contract With the Alchemist

Ritual Spell

Ritual Summon 1 "D/D/D High King Henry" from your Hand by tributing Monsters from your Hand, Field or Pendulum Zones whose total Levels equal 8. You can banish this card in the GY, you take 1000 damage during your next Standby Phase, also, add 1 "D/D" Face-Up Monster from your Extra Deck to your Hand.

Let's get a Superheavy Samurai Ritual eh?

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Superheavy Samurai Bushido Chief Ultimate Shield

EARTH/Ritual/Machine/Effect

Level: 10

You can Ritual Summon this card with "Heavystrong Ritual" This monster cannot be destroyed by battle. While this card is on the field, all opponents monsters must attack it. This card gains 500 DEF for each "Superheavy Samurai" monster you control. If an opponent's monster attacked this card and took battle damage, after damage calculation, inflict 500 damage to your opponent. 

ATK: 1000

DEF: 4000

Heavystrong Ritual

Ritual

You can use this card to Ritual Summon "Superheavy Samurai Bushido Chief Ultimate Shield" Once per turn, when a "Superheavy" monster you control is attacked, banish this card, then you can switch that "Superheavy" monster into defense position and increase it's DEF by 1000 until the End Phase. 

Next: A Ritual Monster for Arcana Force

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Arcana Force II - The High Priestess

Level 4

LIGHT

Fairy

ATK 1200/DEF 1200

Effect: This card can be Ritual Summoned with "Tarot Terror". You must also Tribute monsters whose Levels equal or exceed 4 from your hand or field. When this card is Ritual Summoned, flip all "Arcana Force" monsters on the field face-down (except for this card)., then toss a coin:

*Heads: Flip Summon all face-down monsters on the field. Monsters Flip Summoned by this effect do not activate their effects and have their effects negated (except for "Arcana Force" monsters).

*Tails: Return all face-down monsters you control to your hand. You cannot Special Summon monsters for the rest of the turn.

 

Tarot Terror

 

This card can be used to summon "Arcana force II - The High Priestess". You must also Tribute monsters whose Levels equal or exceed 4 from your hand or field. If an "Arcana Force" monster you control is targeted for an attack or by an oponent's card effect, you can banish this card from your GY and flip a coin.

Heads: Negate the attack or activation, and if you do, destroy that card.

Tails: Banish the targeted monster face-down and inflict 500 damage to your LP.

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A level 3 or lower Insect Ritual monster

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Edit: Just seen I got ninja'ed but with no prompt so...

Mirco Mosquito
lv 1 DARK
Insect/Ritual/Effect
You can Summon this card with "Insect Shed Evolution". Cannot be destroyed by battle. All Battle damage you take involving this card becomes 0. At the start of the damage step, if this card Battles an opponents monster: Destroy that monster, and if you do, increase your LP and inflict damage to your opponent equal to the destroyed monsters original ATK.
ATK/0 DEF/0

Insect Shed Evolution
Ritual Spell Card
This card can be used to Ritual Summon any Insect Ritual Monster from your hand, Deck or GY. You must also send 1 Insect Monster from your Deck to the GY whose total Level is equal or greater than the Level of that Ritual Monster. If a Insect Monster(s) you control would be destroyed, you can banish this card from your GY instead. You can only activate each effect of "Insect Shed Evolution" once per turn.

Next: Dark World Ritual

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“Dark World Ritual” 

Ritual Spell

Banish monsters from your GY or Deck whose levels make 8 & special summon 1 “Dark World” ritual monster equal to those combined levels.

“Dark World Warrior - Persisting Balmung“

DARK level 8 Ritual

[Warrior/Fiend/Effect]
(ATK: 3400/DEF: 1600)

Can only be ritual summoned with “Dark World Ritual”. If this card is ritual summoned, this card cannot be destroyed by battle or isn’t effected by spell or trap effects. This card can be special summoned by tributing 1 “Underworld Fighter - Balmung” (this counts as a ritual summon), but it’s ATK becomes 2100 & it’s DEF 800.

Next: “Balmung Spirital Ritual“

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