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Normal Monster Support - Normal the Champion [Written]


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Normal the Champion is a Normal Monster with its own set of Spell/Trap Cards that corrospond to it that helps decks utilize Normal Monsters to the best of their ability.

Normal the Champion
lv 4 LIGHT
Warrior/Normal
A hero of justice who with his own strenght and wit can overcome the greatest of obstacles. 
ATK/2000 DEF/100

Normal Belt
Spell Card
Activate this card while you control a Normal Monster. Apply 1 of the following effects.
* Add 1 "Normal the Champion" from your Deck or GY to your hand.
* Add 1 Spell/Trap Card that list "Normal the Champion" in its card text, except "Normal Belt" from your Deck or GY to your hand.
You can only activate 1 "Normal Belt" per turn.

Normal Ally
Spell Card
Add 1 Normal Monster with 2000 or less ATK from your Deck or GY to your hand, also, if you control "Normal the Champion", Special Summon that card instead. During the turn you activated this card, you cannot Special Summon Effect Monsters. You can only activate 1 "Normal Ally" per turn.

Normal Recovery
Quick-Play Spell Card
Target 1 Level 4 or lower Normal Monster in your GY; Special Summon the targeted card, also, if the summoned monster is "Normal the Champion", gain 2000 LP. You can only activate 1 "Normal Recovery" per turn.

Great Normal
Continous Spell Card
After activation: Special Summon 1 "Normal the Champion" from your hand, Deck or GY, also, for the rest of this turn, you cannot Special Summon Effect Monsters. All Normal Monsters you control gain 400 ATK for every Normal Monster you control with a different name. If a Normal Monster you control attacks, your opponent cannot activate cards or effects until after damage calculations. You can only activate 1 "Great Normal" per turn.

Greatest Normal Weapon
Equip Spell Card
Equip this card to a Level 4 or lower Normal Monster. The equipped monster gains 1500 ATK, also, if the equipped monster is "Normal the Champion", it gains 2000 ATK instead. Monsters can only be equipped with 1 "Greatest Normal Weapon" at a time.  

Normal Strike
Trap Card
If you control "Normal the Champion", you can activate this card from your hand. Activate this card while you control a Normal Monster. Target 1 card your opponent controls; destroy the targeted card, and if you do, inflict 1000 points of damage to your opponent, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Strike" per turn.

Normal Guard
Counter Trap Card
If you control "Normal the Champion", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a Normal Monster. Negate the activation and destroy it, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Guard" per turn.

Edited by Thomas★Zero
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  • 2 weeks later...

Ok, Normal Guard is a card at the right Power level for modern Yugioh, while the rest, while instresting, they lack in power, keep in mind, you need to use Normal Monsters to take adavantage of this cards, they need to broken and a half because you cannot use them with other deck who are full of effect monsters

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