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The LP Counter :: Generals of Pride


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This is another set that utilizes a disadvantage to gain control. You might be able to guess from the title that this is your Life Points. With this set, the weaker you get, the more control you have over the game, creating an interesting tradeoff. And those kinds of tradeoffs are the cornerstone of my cardmaking. Without further adieu:

 

General Clarrea, the Fierce Charger

FIRE

Warrior/Effect

******

If you have less than 2000 Life Points, you may Normal Summon this card without a tribute. When this card destroys a monster with an ATK of 1500 or less as a result of battle and sends it to the graveyard, you may remove the destroyed monster from play.

2300/1200

 

General Hatylo, the Stout Defender

EARTH

Warrior/Effect

****

If you have less than 2000 Life Points, this card is not destroyed as a result of battle. When 3 Spell cards are activated in one turn (including your opponents' Spells), this card is immediately destroyed.

1200/1900

 

General Ty, the Calm Presence

WATER

Warrior/Effect

***

If you have less than 4000 Life Points, you may pay 800 Life Points to negate the activation of a Normal Spell or Normal Trap card and destroy it.

1300/100

 

General Duwirt, the Strategic Storm

WIND

Warrior/Effect

*****

If you have less than 1000 Life Points, all face-up Warrior-type monsters with "General" in their card names are unaffected by Trap cards. When this card is destroyed as a result of battle and sent to the graveyard, end the current Battle Phase.

1900/1900

 

General Kylloi, the Tactical Trooper

LIGHT

Warrior/Effect

******

Once per turn, when your Life Points are less than 2000, you may discard 2 cards from your hand, then activate 1 Trap card from your hand.

2000/1800

 

General Jekoff, the Lone Wolf

DARK

Warrior/Effect

****

Depending on the number of Life Points you have remaining, activate and apply the appropriate effect(s):

4000 or less: This monster gains ATK equal to half the difference between the Life Points of both players.

3000 or less: Discard 1 card from your hand to negate the activation of a Normal Spell card and destroy it.

2000 or less: This card cannot be destroyed as a result of battle under any circumstances.

1000 or less: Negate the effects of Spell cards that specifically designate this card as a target and destroy those Spell card(s).

500 or less: Once per turn, during each players' Standby Phase, you may discard 1 card from your hand. If you do, this card is unaffected by Trap cards until the End Phase of the current turn.

50: You take no damage from card effects.

 

Call for Reinforcements!

Normal Spell

Pay 500 Life Points. Add 1 Warrior-type "General" monster from your deck to your hand.

 

Dramatic Arrival

Normal Spell

Activate only when your Life Points are 4000 or less. Draw 3 cards from your deck. Select 1 Warrior-type monster with "General" in it's name, show it to your opponent, then place it in your hand. Put any other drawn cards into the graveyard.

 

Crashing Down

Normal Trap

Activate only when your opponents' monster declares an attack against a face-up Warrior-type "General" monster, and your Life Points are 3000 or less. Special Summon 1 Warrior-type "General" monster from your graveyard. Your opponents' monsters must attack the selected monster during the Battle Phase of this turn. When the summoned monster is destroyed as a result of battle, you may end the current Battle Phase. The monster summoned by this cards' effect is destroyed during the End Phase of the turn that this card was activated.

 

Last-Ditch Offense

Normal Spell

Pay Life Points equal to the number of monsters on the field x 1000. Face-up Warrior-type monsters with "General" in their card names can attack your opponent directly. Your opponent cannot lose Life Points so that they would have less than 1000 Life Points.

 

Final Stand

Normal Trap

Activate only during the Battle Phase, and by paying any number of Life Points. Face-up Warrior-type "General" monsters on your side of the field cannot be destroyed as a result of battle, as long as they have a lower original ATK than the amount of Life Points paid to activate this card.

 

Ultimate Risk

Normal Spell

Pay 1500 Life Points. Special Summon 1 Warrior-type "General" monster from your hand.

 

Ultimatum

Normal Trap

Activate only at the start of your opponents' Battle Phase. Select 1 monster on your side of the field. All face-up Attack Position monsters on your opponents' side of the field must declare an attack on the selected monster. During the End Phase of the turn this card was activated, you take damage equal to the original ATK of the selected monster.

 

Courage in the Face of Danger

Normal Trap

Select 1 Warrior-type "General" monster from your graveyard, then Special Summon it to your side of the field. You then take damage equal to the original ATK of the summoned monster.

 

Fleeting Opportunity

Normal Trap

Activate only when your opponent declares a direct attack against your Life Points and you have 300 Life Points or less. Increase your Life Points by 5000.

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