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"Super" Concept Cards }The Dragon and X - Warrior{ have been added


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In a game where there is a new color.... a new sub-type.... and no attack or defense.... may I bring you a new concept on how Yu-Gi-Oh will be played, changing everything you thought into a mere image, and where there will be a new deck, a new monster, a whole new world where when you drew, or even when you lose could end up get you winning, I bring you:

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"SUPER" MONSTERS[/align]

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Rules are as followed:

 

1. The Super Deck is placed right beside the Fusion/Synchro Deck.

 

2. You can only have 10 "Super"-Type monsters in your Super Deck.

 

3. If a "Super"-Type monster is bounced back to your hand it is destroyed instead.

 

EX: If I flip Guardian Sphinx then "The Dragon" is destroyed

 

4. A Super Summon is only allowed if a "Super"-Type monster or a Spell/Trap card says to Super Summon.

 

EX: "The Dragon"s effect

 

5. A "Super"-Type monster's attack and defense is treated as 0 and can be attacked.

 

EX: ATK - 0 DEF - 0

 

6. A "Super"-Type monster is unaffected by a Spell/Trap card that does not specify a "Super"-Type monster controlled by the user.

 

EX: I cannot use a Axe of Despair on my "The Dragon" but my opponent can activate a Fissure and destroy it.

 

7. "Super"-Type monsters cannot be destroyed in battle but battle damage is still calculated.

 

EX: My Horus (LV4) attacks your "The Dragon" and you lose 1600 but its not destroyed.

 

8. A Super Summon can also be acquired when you receive 2 "Super" Counters during each of your Draw Phases (except for the first Draw Phase of the game).

 

EX: During my third Main Phase (3 Draw Phases have went by meaning 2 "Super Counters" have been given") I can Super Summon "The Dragon".

 

9. "Super"-Type monsters cannot be Special Summoned from the Graveyard unless another "Super"-Type monster says otherwise.

 

EX: There are no cards that can bring a "Super"-Type monster yet so I cannot explain this.

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Rules for "Super" Counters are as followed:

 

1. "Super" Counters are counters that are not racked up in the game. They are actually any real-world objects that are racked up.

 

EX: Little red tokens.

 

2. "Super" Counters are acquired during each of your Draw Phases after the first turn of the game.

 

EX: It is my third Main Phase which means I have two "Super" Counters to use.

 

3. "Super" Counters go away after you Super Summon.

 

EX: I Super Summon a "The Dragon" and I give up my 2 "Super" Counters.

 

4. "Super" Counters cannot be taken away except by Super Summon.

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"Super"-Type Cards

TheDragonphp.jpgX-Warriorphp.jpg

 

Artist so far: Bob Eggleton, and Summerton

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Hints and tips to get you in control:

 

1. Be sure to Super Summon as much as you can and sacrifice them after you use there effects for total control over your opponent.

 

2. Be careful if these are the only cards on your side of the field.

 

3. If you want to suprise your opponent then save up your "Super" Counters for an OTK with a bunch of "Super" cards.

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That is all for now I will post more cards later and more rules if I can.

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its not "fields" its "field." and instead of saying "this card" at the end of the effect you might want to say "the dragon". It makes it sound more ocg correct.

 

You need to lighten the image a bit, I had a tough time reading it.

 

No matter how hard it is to summon or how low its attack points are, the effect to remove every card on the field from play is way to powerful. With your rules, this card can be super summoned in two turns, then you can summon another guy, if you want to. Then you would have a tribute for another monster, and deal some considerable damage to your opponent.

 

I think you have a great start to new rules, but the first card in the set seems too overpowered.

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