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Hunter Productions Present: Seals


Huntar!

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[align=center]Seals

 

Ok.. I was bored, and have seemed to make good cards lately, so I made these. I am focusing much less on posts, and much more on the quality of my cards and my cardmaking.

 

Seals are just cards. Empty place holders. They just take up space... It is a simple idea, but it becomes complicated as you learn to manipulate them. The idea is that Seals cannot do anything except take up space. ^^ Really screws your opponent by clogging their field while giving you advantage..

 

All art taken from Photobucket, I dont own any of it.

 

I edited and holo'd them all myself.

 

This is just a concept card.

FFCHARMERB2.jpg

 

0.

Seal Pop Dancer

[secret rare]

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You can Special Summon this card from your hand if you have at least 2 monsters removed from play. When this card is Summoned, you can select 1 occupied Spell/Trap Card Zone on your opponent's side of the field. The card in the selected Card Zone is treated as a Seal (Cards treated as Seals cannot be selected as a target or be Released.)

 

1.

Guardian of the Seals

[super rare]

43114ia8.jpg

You can Special Summon this card from your hand if you have at least 3 monsters removed from play. When this card is Summoned, you can select 1 unoccupied Card Zone on your opponent's side of the field. The selected Card Zone cannot be used as long as this card remains face-up on your side of the field except with the effect of a "Seal" monster. Once per turn, you can pay 1000 Life Points. If you do, you can select 1 monster you have removed from play and place it in the selected unnoccupied Card Zone on your opponent's side of the field. The monster is treated as a Seal (Cards treated as Seals cannot be selected as a target or be Released.) Once per turn, inflict 300 damage to your opponent for each Seal they control.

 

2.

Seal Spirit

[common]

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Only activate this card if there is a Seal on your opponent's side of the field. If the adjacent Card Zone on your opponent's side of the field is unnoccupied, place this card in that Card Zone, this card is treated as a Seal (Cards treated as Seals cannot be selected as a target or be Released.)

 

3.

Sealed Defender

[common]

43114am7.jpg

When this card is Summoned, count the number of Seals on your opponent's side of the field. For each 2 Seals, send 1 card from the top of your opponent's Deck to your removed from play pile. Once per turn, you can put 1 monster you have removed from play in an unnoccupied Monster Card Zone on your opponent's side of the field, it is treated as a Seal (Cards treated as Seals cannot be selected as a target or be Released.)

 

4.

Lunar Seal Guardian

[ultra rare]

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by destroying 2 Seals your opponent controls. When this card is Summoned, draw 1 card. Once per turn, select 1 face-down monster your opponent controls, the selected card is treated as a Seal (Cards treated as Seals cannot be selected as a target or be Released.)[/align]

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