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Paladin and Thunder support. (NEW CARDS!!! 4/12/07)


Shaco

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My set of Support cards. These cards will appear in an upcoming Fan fiction I will be creating... sometime... I've started but only started. it might take me a while to get it perfected so don't hold your breath for too long.

 

(I really want to have pictures for these cards, but I want to wait until I can draw the cards themselves, because they have to be in relation to the cards they support, like I have the idea for Jinhado so I really don't want to use a generic Picture. I'd rather draw the cards and have them look crappy then lose the spirit of my cards by using some other picture.)

 

 

 

 

 

Paladin's Valkyrian Wings

Continuous Spell

While "Magician's Valkyria" exists in your Graveyard, "Dark Paladin" cards are unaffected by your opponent's monster card effects.

 

 

(Had to change its effect)

 

 

 

Jinhado the Dark Paladin

*********

Atk:2600

Def:1900

Dark/Spellcaster/Fusion/Effect

(Dark Paladin + Jinzo)

This card cannot be Special Summoned except by fusion summon. As long as this card remains face-up on the field you can negate the activation and the effect of a Spell or Trap card by discarding 1 card from your hand to the Graveyard. Increase the Atk and Def of this card by 400 for each Dragon-type monster on the field and in either player's graveyard.

 

(was thinking of this card for a while, originally I thought of fusing Jinzo with Spell Canceler but not being able to activate Polymerization would make fusing it a little tricky :P. And besides, this way there is a cost to activate their effect, not just a giant barrier)

 

 

 

 

Junior Dark Magician

**

Atk: 1100

Def: 900

Dark/Spellcaster/effect

If this card is offered as a tribute for the tribute summon of "Dark Magician" Draw 2 cards.

 

(Searchable through Apprentice Magician)

(Nobody really Sacrifices monsters to summon the Dark Magician anymore, they use cards like Magical Dimension, Sage's Stone, Dark Curtain (isn't an English card yet, but still counts) Ext. so I figured it wouldn't be too broken)

 

 

 

 

Magician's Tyranny

Continuous Spell

While there are 3 or more level 6 or higher Spellcaster-type monsters on your side of the field, when a level 7 or higher Spellcaster-type monster you control attacks, pick up the top 5 cards of your opponents deck (both players see these cards), Remove all Spell cards among them from play and place any other cards to the bottom of your opponents deck.

 

 

 

 

Cost up?!

Normal Trap

Discard 1 card from your hand. Upgrade all monsters on your field and hand by 2 levels until the end of the turn this card is activated.

 

(for Magician's Tyranny

 

 

 

String Coin

*

Atk: 0

Def: 0

Earth/Rock/Effect

If this card is discarded from your hand as the cost of a card effect you gain 1000 lifepoints, if it was discarded by the cost of a Fusion monster's effect, this card is also returned to your hand at the end phase of this turn.

 

(For the Dark Paladin cards as well as Zen-Shun)

 

 

 

 

Tri-Headed Thunder Dragon

*********

Atk: 3200

Def: 3000

Light/Thunder/Fusion/Effect

(Thunder Dragon + Thunder Dragon + Thunder Dragon)

This card cannot be Special Summoned except by fusion summon. This card can attack up to 3 times during your battle phase, if you attack a second time Half the Atk of this monster, if you Atk a third time Half the Atk of this monster again. This card cannot attack directly after its first attack. This effect lasts until the end of this turn.

 

(1st=3200, 2nd=1600, 3rd=800)

(I love this cards effect)

 

 

 

 

Chibi Jinzo

****

Atk: 1400

Def: 750

Dark/Machine/effect

While this card is in your hand or Graveyard it's name is treated as "Jinzo". Once per turn, during your turn, you may negate the activation and effect of a Trap by discarding 1 card from your hand.

 

(it is not treated as Jinzo during deck construction or while on the field.)

 

 

 

 

Thunder's Echo Dragon

*****

Atk: 800

Def: 800

Light/Thunder/Effect

This card is Treated as "Thunder Dragon". During your Main Phase you can discard this card from your hand to add up to 2 "Thunder Dragon" cards from your deck to your hand. Then shuffle your Deck. During your Stand By phase you may show this card in your hand to your opponent to increase your lifepoints by 500.

 

(you cannot have 3 of these and 3 Thunder dragons in your deck, it works like harpie lady 1-3)

 

 

 

 

Thunder's Echo Fusion

Normal Spell

Remove Fusion Material Monsters that are listed by a Thunder-type Fusion Monster Card from your hand, your side of the field, or your Graveyard from play, and Special Summon the Fusion Monster from your Fusion Deck (this is treated as Fusion Summon).

 

 

 

 

Shun - Deity of the wind

****

Atk: 700

Def: 1600

Wind/Winged-Beast/Effect

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s) and all Fusion Material Monsters are removed from play. If this card is used as a fusion material monster for a WIND monster draw 1 card from your deck.

 

 

 

 

Zen - Deity of thunder

****

Atk: 1500

Def: 700

Light/Thunder/Effect

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s) and all Fusion Material Monsters are removed from play. If this card is used as a fusion material monster for a Thunder-Type monster Increase your Lifepoints by the level of the Fusion monster x 400.

 

 

 

 

Zen-Shun - Twin Deitys of the Heavens

********

Atk: 3100

Def: 2700

Wind/Thunder/Fusion/Effect

(Shun - Deity of the Wind + Zen - Deity of Thunder)

This card cannot be Special Summoned except by Fusion Summon. If this card was Fusion summoned with a WIND attribute fusion material monster, return up to all Spell and Trap card on the field to their owner?s hand. If this card was Fusion summoned with a Thunder-Type fusion material monster. Destroy up to 2 Monsters on the field. When this monster switches battle positions, you can select up to 3 ?Thunder Dragon? cards that in your graveyard or removed from play and add them to your deck. The deck is then shuffled. This card cannot attack the first turn it was summoned, and cannot attack unless you discard 1 card from your hand to the graveyard.

 

(Then insanity that occurs when you fusion summon this card is unbelievable. Okay look at this; when this card is fusion summoned because of Zen and Shun you get to draw 1 card and gain 3200 Lifepoints. Then because of this own cards effect you can return all spell and trap cards to the field as well as destroy 2 monsters on your opponents side of the field. I love it :) I guess I should, I did make the card)

 

 

Step-Stone Magician

****

Atk: 1200

Def: 1800

Light/Spellcaster/Effect

If this card is used as a tribute to Tribute Summon a Spellcaster-type monster add 1 "Step-Stone Magician" from your deck to your hand. If the monster tribute summoned with this card destroys a monster your opponent controls as a result of battle you can Special Summon 1 "Step-Stone" token (1 Star/Earth/Rock/Atk: 100/ Def: 100) If a "Step-Stone" token is destroyed you can add 1 card that is removed from play back to your deck.

 

 

 

 

Jinhadragon the Thunderous Dark Paladin

************

Atk: 4400

Def: 3000

Light/Spellcaster/Effect

(Tri-Headed Thunder Dragon + Jinhado the Dark Paladin)

This card cannot be Special Summoned except by Fusion summoning this card with the above fusion Material Monsters. The Fusion summon of this card cannot be negated by any card effects. This card is also treated as a Thunder-Type monster. As long as this card remains face-up on the field you can negate the effects of any card by discarding one card from your hand, also your opponent cannot activate any card effects for the rest of that turn (this effect cannot be chained to). This card can attack up to 3 times during your battle phase, if you attack a second time Half the Atk of this monster, if you Atk a third time Half the Atk of this monster again. This effect lasts until the end of the battle phase. Increase the Atk and Def of this monster by 900 points for each Dragon-type monster on the field and in either players graveyard.

 

(I'm well aware that, not only is this card nearly impossible to get out, but it is also unbelievably powerful. I just wanted to see what the ultimate fusion of the two would be like)

 

 

 

 

Gentleman's Violin

Quick Play Spell

This card can only be activated while there is a "Dark Paladin" monster on your side of the field. All monsters on your opponents side of the field are switched to Defense Position, then their Atk is reduced to 0 and added to their Defense. Only "Dark Paladin" monsters can attack this turn and their Atk increased by 1000.

 

 

 

 

Tossing the Violin!

Quick Play Spell

This card can only be activated on the chain after "Gentleman's Violin" was activated. Before the chain resolves, this cards position and "Gentleman's Violin" position are switched in the chain. Switch the Battle Positions of all monsters on your Opponents side of the Field to attack position. "Dark Paladin" monsters on your side of the field can attack each monster on your opponents side of the field.

 

(I really made this card on the spur of the moment, so here is a little description of what it's meant to do.

Because it's switched in the chain, this card will activate after "Gentleman's Violin" so all of the 0 Atk monsters on your opponents side of the field are switched to Attack position. Then the 1000 point "Dark Paladin" monsters (Which include Jinhado and Jinhadragon) can attack all of them. Also, each Dark Paladin monster can attack all of your opponents monsters once, and there is no particular order to which the monsters can attack, as long as each of them only attacks a monster once.)

 

 

 

 

Sacred Spell Book - The Perfect Spells

Field Spell

Increase the Atk of all Spellcaster-Type monsters on the field by 400 Points. Once per turn you may offer 1 Spellcaster-type monster on your side of the field to add 1 "Diffusion Wave-Motion" or 1 "Perfect Spell" card from your deck to your hand.

 

(Diffusion Wave-Motion is actually treated as the First Perfect Spell, that's why it starts with the 2nd)

 

 

 

 

The 2nd Perfect Spell - Maximum Actuation

Normal Spell

Offer 1 Level 7 or Higher Spellcaster-Type monster on your side of the field. Add the Maximum number of Spell counters to all monsters that have a maximum of Spell counters they can acquire on the field. Add up to 3 Spell counters to all cards that can acquire Spell counters but have no maximum.

 

(Offer Dark Magician while Skilled Dark Magician is on the field to make full use of this cards effect.)

 

 

 

 

The 3rd Perfect Spell - Underling Hecatomb

Normal Spell

Select 1 Level 7 or Higher Spellcaster-Type monster on your side of the field. Offer 1 other Spellcaster-type monster on your side of the field to discard 2 cards in your opponents hand and remove them from play. you cannot declare an Attack this turn.

 

 

 

 

The 4th Perfect Spell - Stasis Disrupter

Continuous Spell

Select 1 Level 7 or higher Spellcaster-type monster on your side of the field. As long as this card remains face-up on the field, when the selected monster declares an attack on a face-up Defense Position monster, switch that monster to Attack position and lower its Attack by 500 points. This card stays on the field for 4 turns then it is removed from play, along with the selected monster.

 

(Use this card with the First Perfect spell to do tons of damage.)

 

 

 

Expendable Magician

**

Atk: 700

Def: 100

Light/Spellcaster/Effect

If this card is offered by the effect of a Field Spell card increase your Lifepoints by the Original Atk of this monster and Special Summon 1 "Expendable Magician" from your deck.

 

(Searchable through Apprentice Magician)

 

 

 

 

I Insist

Quick Play Spell

Activate this card on your opponents side of the field as if it was their own, but you decide which monster to select.You must select 1 monster on your opponents side of the field and switch it to your side of the field. If the monster is still on your side of the field at the end phase of this turn, increase your Lifepoints by the Original Atk of the monster x 2.

 

(This card is an opponents card effect so cards like Trojan Horse will work)

 

 

 

 

Forbidden Spell - Necromantic Summoning

Normal Spell

Remove 5 Spell counters from your side of the field While there is a Spellcaster-Type monster on your side of the field. Offer 1 monster on your side of the field to Special Summon 1 Normal Spellcaster-Type monster from your Graveyard.

 

 

 

 

Dark Paladin's Sharpened Halberd

Equip Spell

This card can only be Equipped to a "Dark Paladin" monster on your side of the field. If the monster Equipped with this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When the monster equipped with this card deals battle damage to your opponent, remove 1 Spell card in you or your opponents graveyard from play.

 

(This cards second effect doesn't really have too much of an impact on the duel, since Magician of Faith was banned, not many people will go the extra mile to get their spell card back from the grave.)

 

 

 

 

The Shining Dark Paladin

****

Atk: 1900

Def: 1400

Light/Spellcaster/Effect

This card can be Special Summoned from your Hand, Deck or Graveyard when a "Dark Paladin" fusion monster card is sent to the Graveyard. If this card was Special Summoned in this way, pick up cards from the top of your deck until you draw a spell card and add it to your hand. All other cards are returned to your deck. The deck is then Shuffled.

 

(This card can be normal summoned and Special summoned any other way, but it's just another little add on. 1900 Atk isn't half bad either.)

(Any of the Dark Paladin Fusion monsters Apply (Dark Paladin, Jinhado, Jinhadragon)

 

 

Chain Fusion!

Normal Spell

Send 2 or more Fusion Material Monsters listed on a Fusion Monster card to the Graveyard and Special Summon that Card (This is treated as a fusion summon). If the monster you Fusion Summoned is listed as a Fusion Material Monster to another Fusion Monster card and you have the other proper Fusion material monsters, send those cards to the Graveyard to Special Summon that Monster (this is treated as a Fusion Summon). Each time you activate this effect you gain 1200 Lifepoints. This effect can continue until the monster Fusion Summoned is not a Fusion Material Monster.

 

(Works for E-Hero cards too)

(added "Each time you activate this effect you gain 1200 Lifepoints." to this cards effect because it really isn't that useful of a card and this way you can get something more out of it)

 

 

Shining Soul

**

Atk: 100

Def: 100

Light/Spellcaster/Effect: When this card is sent to the graveyard you can pay 500 Lifepoints to Special Summon up to 2 "Shining Soul" cards from your deck.

 

(not 500 for each, just 500 to Special Summon up to 2)

 

 

 

Condensing Summoning Energy

Continuous Spell

When a Spellcaster-Type monster is Special Summoned, add 1 Spell counter to every card that can acquire Spell counters.

 

(If multiple Spellcasters are Special Summoned at the same time, its effect only adds 1 Spell counter to every card)

(I changed it from every "monster" to every "Card" just to make it a little better :) )

 

 

 

Skilled Shining Magician

****

Atk: 1800

Def: 1800

Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max3.) Tribute this card with 3 Spell Counters on it to Special Summon 1?Shining Magician?from your hand, Deck or Graveyard.

 

(A third skilled Magician)

 

 

 

 

 

Shining Magician

*******

Atk: 1900

Def: 2700

Light/Spellcaster/Effect: Increase the Atk of this card by 200 points for each DARK Spellcaster-Type monster in your Graveyard. If this card was Special Summoned by the Effect of "Skilled Shining Magician" draw 1 card, if the card you draw is a monster you can show it to your opponent and increase your lifepoints by the Atk of the card.

 

(Expect to see more support for this card soon)

 

 

 

Thunder Staff

Equip Spell

This card can only be equipped to a Spellcaster-Type Monster. The monster Equip with this card is also treated as a Thunder-Type monster. Increase the Atk of the Equipped monster by 300 points. When the equipped monster destroys a monster as a result of battle it can attack only once again in a row by halving the Atk of that monster. This effect lasts until the end of the turn.

 

(600 was a little much, seeing as how it can attack twice and all, even with halved Atk points)

 

------------------------------------3/20/07----------------------------------------------

 

Psychic Blast Barrier

Continuous Trap

During either players turn either player can discard 1 card from their hand, or pay 500 Lifepoints to negate the activation of a trap card and destroy it.

 

 

Life force Blazing Swords

Continuous Spell

During each players Stand by Phase the turn player's opponent can discard one card from their hand. If they discard, their opponent cannot declare an attack that turn

 

(Wow... i really didn't know how to word that. Anyways if it's your opponents turn you can discard 1 card from your hand to stop all attacks for that turn. Works for Both Players)

 

 

 

Mystical Boom

Spell Card

Pay 500 Lifepoints, Destroy 1 Face down Spell or Trap card on the field.

 

 

Torrent of Fists

Spell Card

Destroy all Face-up monsters on your opponents side of the field with the Highest Def

 

(If your opponent has multiple monsters with the same def that is also the highest)

 

 

 

Puzzle Piece Maker

Normal Spell

Select 1 Fusion Monster card in your fusion Deck. Select one of the listed Fusion Material Monster cards from your deck and add it to your hand.

 

(This card works great with selecting Zen=Shun - Twin Deitys of the Heavens, because the Fusion Material Monsters can be used as substitutes as well, Also it can work even better with Five-Headed Dragon because you get to add any Dragon-Type monster from your deck to your hand. If you select "Chimeratech Overdragon" and select 1 or more Machine Type monsters, you can only get 1 Machine Type monster from your deck.)

 

 

Sorcerers Right Arm

Equip Spell

This card can only be Equipped to a Spellcaster-Type monster you control. Each time a Spell card is activated place 1 Spell Counter on this card. Increase the Atk of the monster equipped with this card by 100 for each Spell Counter on this card. During your Main Phase, you can remove 2 Spell Counters on this card to destroy 1 Spell or Trap card on the field.

 

 

Sorcerers Left Arm

Continuous Trap

Select 1 Spellcaster-Type monster on your side of the field. Increase the Atk of the selected monster by 200 for each Spell Counter on the field. During your Battle Phase this cards effect is not applied.

 

 

---------------------------------3/21/07---------------------------------------------------

 

 

Field of Soul Binding

Field Spell

As long as this card remains face-up on the field, a Fusion Monster can be Fusion Summoned without using "Polymerization". The Fusion Material monsters used in the Fusion Summon are not sent to the Graveyard, but are removed from play. Each time a player Fusion Summons a monster using this cards effect both players gain 700 Lifepoints.

 

 

 

Shining Transcendence Strike

Quick Play Spell

This card can only be activated while you have a face-up "Shining Magician" on your side of the field. Destroy all "Shining Soul" cards on your side of the field. Inflict 900 points of damage to your opponent for each "Shining Soul" destroyed during this turn. Randomly discard 1 card in your opponents hand for each "Shining Soul" destroyed by this cards effect.

 

(the damage goes for each shining soul destroyed by any card that turn. the discarding goes by how many were destroyed by that cards effect.)

 

----------------------------------------------------3/23/07--------------------------------------

 

 

 

 

Fusion Supporter

****

Atk: 1000

Def: 1000

Water/Dragon/Union: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a Fusion Monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card. While equipped to a monster by this card's effect, increase the DEF of the equipped monster by 100 points. When the equipped monster destroys an opponents monster as a result of battle increase the equipped monsters DEF by half the destroyed monsters DEF. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

 

 

 

 

Spike Shielder

****

Atk: 700

Def: 2000

Earth/Warrior/Effect: When this card is Normal/Flip/Special Summoned Switch this card to Defense Position. This card can declare an Attack while in Defense Position, in that case this cards ATK is Applied.

 

 

 

 

 

Shogun of the Weaponized Armor

********

Atk: 2550

Def: 3000

Earth/Warrior/Fusion/Effect:

(Spike Shielder)+(Total Defense Shogun)

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card can Attack while in Defense Position, in that case this cards ATK is applied. A monster that battles with this card is destroyed during the end of the Battle Phase.

 

 

 

 

 

Trade! Staff for Sword

Quick Play Spell

Select and Activate one of the following effects.

* Offer 1 "Dark Magician" on your side of the field to Special Summon 1 "Dark Magician Knight" from your Hand, Deck, or Graveyard in face-up Attack Position, in this case the name of this card is treated as "Knight's Title", then discard 1 card from your opponent's Hand.

* Select 1 Spellcaster-Type monster on your side of the field. The selected monster is treated as a Warrior-Type monster instead and increase its Atk by 1000 until the end of the turn.

 

 

 

 

 

Forbidden Spell - Magical Combustion

Trap

You can only activate this card when a Level 7 or higher Spellcaster-Type monster on your side of the field is destroyed by a card effect. Destroy all Monsters on the field. Then both players gain 1500 Lifepoints.

 

 

 

 

 

Dark Paladin - Shade Blader

***

Atk: 1400

Def: 1300

Dark/Spellcaster/Effect: If there is another Spellcaster-Type monster on your side of the field this card can Attack twice during your Battle Phase. Also, if a "Dark Paladin" Fusion monster is on your side of the field Increase the Atk of this card by 500.

 

 

 

Dark Paladin's Shock Wave Strike

Continuous Spell

When a "Dark Paladin" Monster destroys an Opponent's monster as a result of battle you can offer the "Dark Paladin" monster to destroy a monster on your opponents side of the field. Also, if the offered monster is a "Dark Paladin" Fusion Monster Destroy all monsters on your opponents side of the field.

 

 

 

Breaker's Forbidden Armor

Equip Spell

A Monster equipped with this card is treated as a Spellcaster-Type monster. When this card is Activated place 1 Spell Counter on this card (MAX1). Increase the Atk of the equipped monster by 300 points for each Spell Counter on this card. Remove 1 Spell Counter from this card to Destroy 1 Spell or Trap card on the field. If the monster equipped with this card is Target by the effect of a Spell or Trap card you can discard 1 Spellcaster-Type monster from your hand and destroy this card to negate the effect of the card and destroy it.

 

(A really good Equip Spell card based off of the effect of "Breaker the Magical Warrior" Which is now banned. I like it a lot but it might be considered too good.)

 

 

 

Dark Paladin Girl

*******

Atk: 2400

Def: 2600

Dark/Spellcaster/Fusion/Effect

(Dark Magician Girl)+(Magician's Valkyria)

This card can only be Special Summoned by Fusion Summon. As Long as this card remains Face-Up on the field you opponent cannot select another Spellcaster-Type monster on the field as the target of an Attack. Increase the Atk and Def of this card by 300 for each "Dark Magician" and "Magician of Black Chaos" in your Graveyard, Also increase the Def of this card by 500 for each "Dark Paladin" monster in your Graveyard. Once per turn, Negate the activation and effect of the first Spell card you opponent activates. While this card is Face-Up on the field its name is also treated as "Dark Magician Girl".

 

(By "Dark Paladin" monsters I am referring to not only "Dark Paladin" himself but all cards with "Dark Paladin" in their card name.)

 

(Its name doesn't become Dark Magician Girl, It's name is treated as being "Dark Paladin Girl" as well as "Dark Magician Girl")

 

 

Paladin Soul Shield

Counter Trap

Remove 1 "Dark Paladin" monster in your Graveyard from play to negate the Activation of a Spell card and destroy it, then look through your opponents hand and deck and send all other copies of that to the Graveyard. After this card resolves increase your Lifepoints by 700.

 

 

 

Witch of the Sand

***

Atk: 1000

Def: 1700

Earth/Spellcaster/Effect: You can Special Summon this card from your Hand or Deck by offering either "Sangan" or "Witch of the Black Forest" on your side of the field. If you Special Summon this monster in this way, increase the Atk of this card by the offered monster's Atk.

 

 

 

Underestimated Potentialist

Trap

When a monster you control with an original Atk of 1000 or more is attacked by an opponents monster with an attack that is twice the Atk of your monster or more double the Atk of your monster and increase its Atk by 2000. The damage that a player receives from this battle is halved. During the End of the Damage Step your monster is removed from play.

 

 

 

Robes of the High Mage

*

Atk: 0

Def: 0

Dark/Spellcaster/Union/Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a Level 8 or higher Spellcaster-Type monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card. While equipped to a monster by this card's effect, the Atk and Def of the monster becomes 0. Once per turn, if this monster equipped with this card would be destroyed as a result of battle, it is not destroyed. Once Per Turn, when you would draw a card, you can add 1 Spell card from your deck to your hand instead. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed, destroy this card instead.)

 

(The effect of adding a spell card from your deck to your hand can be activated during your draw phase)

 

 

 

Thunderous Mechanical Overload

Quick Play Spell

Select 1 Machine-Type monster you control. Offer 1 Thunder-Type monster that you control and increase the Atk of the Selected monster by the sum of the offered monsters Atk and Def. The Selected monster also gains the effect of the offered monster until the end of this turn. At the End Phase of this turn remove all cards you control and in your hand from play and take damage equal to twice the original Atk of the selected monster.

 

(Remember what I said about my Fan Fic. "Cyber End Dragon + Power Bond + Thunderous Mechanical Overload [offering Tri-Headed Thunder Dragon] + Limiter Removal = 28,400 Atk monster. And plus the Effect of Tri-Headed Thunder Dragon 3 Attacks 1st: 28,400/ 2nd: 14,200/ 3rd: 7,100. SWEET!!! :D )

 

 

---Some cards from "Dark Magician" Fan Fic deck---

 

Dark Half Satiated

Normal Spell

Pay 800 Lifepoints. Both players only have to offer 1 monster for the Tribute Summon of "Dark Magician" until the end of the current duel. If this card exists in your Deck you may discard 1 Level 5 or higher Spellcaster-Type monster from your Hand to add this card from your Deck to your Hand.

 

 

 

 

Dark Summoned Advantage

Continuous Spell

If either player Tribute Summons "Dark Magician" while this card is Face-up on the field that player Draws up to 2 cards. If that player Draw 2 cards with this effect, that player's opponent can draw 1 card.

 

 

 

Dark Polymer Advantage

Continuous Spell

If either player Fusion Summons a monster whose Fusion material monsters include "Dark Magician" Increase that player's Lifepoints by Half the Atk of the Fusion Monster. If the Fusion Monster is Destroyed by a card effect, the owner of that card can Special Summon "Dark Magician" from their Graveyard.

 

 

 

 

Magical Hat

Continuous Trap

Select 1 "Dark Magician" on your side of the field. If the selected monster is declared the target of an attack, select 3 non-monster cards from your deck. Shuffle the selected monster and the 3 cards and place them in face-down Defense Position (The three cards are treated as having (Atk: 0/Def: 0). During the end of the Battle Phase "Dark Magician" is flipped face-up and the 3 non-monster cards are returned to the Deck. The deck is then shuffled.

 

 

 

Lord Dark Magician

*******

Atk: 2800

Def: 2100

Dark/Warrior/Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering 1 "Dark Magician Knight" you control. When this card is Special Summoned destroy up to 2 cards on your opponents side of the field and discard 1 card from your opponents hand. This card cannot attack during the turn it was Special Summoned.

 

 

-----------------------------------------------3/24/07 --------------------------------------------------------

 

Father's Vengeance

Trap Card

If "Magician's Valkyria" is sent to the Graveyard during this turn Increase the Atk of "Dark Paladin" by 2000 until the end of this turn.

 

(Not all "Dark Paladin" cards only the original "Dark Paladin")

 

 

 

Zapper the Lightning Striker

****

Atk: 1000

Def: 100

Wind/Thunder/Effect: Increase the Atk of this card by 100 for each Thunder-Type monster on your side of the field. This card can attack all monsters on your opponents side of the field.

 

 

 

Electrical Storm

Field Spell

Increase the Atk of all Thunder-Type monsters on the field by 500 Points. When a Thunder-Type monster attacks a WATER monster increase the Atk of the Thunder-Type monster by 900 points. During the end of the Battle Phase a Thunder-Type monster attacks a WATER monster, Send that card to the Graveyard.

 

 

 

Piercing Lighting Spear

***

Atk: 1400

Def: 1500

Light/Thunder/Effect: When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponents Lifepoints Discard 1 card from your opponents hand to the Graveyard.

 

 

 

Halmbarte - Paladin's Weapon

Equip Spell

Increase the Atk of the monster equipped with this card by 500 points. The monster equipped with this card is treated as a "Dark Paladin" monster. You can send this card to the Graveyard to negate the activation of a Spell card and send it to the Graveyard.

 

 

 

 

 

Genesis Magician - Caster

*********

Atk: 2900

Def: 1800

Dark/Spellcaster/Ritual/Effect: This card cannot be Special Summoned except by the effect of "Magic Origin Summoning" and offering Spellcaster-Type monsters from your field or hand whose total Level equals 9. When this card is special Summoned add up to 5 Spell Counters to all cards that can acquire Spell Counters. If this card was Special Summoned in Defense Position if also gains the following effects: Once per turn you can add up to 2 spell counters to any cards on your side of the field, When this card is destroyed by a card effect you can Special Summon "Dark Magician" from your Graveyard. If this card was destroyed as a result of battle you can Special Summon "Dark Magician Girl" from your Graveyard.

 

 

 

Magic Origin Summoning

Ritual Spell

This card is used to Ritual Summon "Genesis Magician - Caster" you must also Spellcaster-Type monsters from your field or hand whose total level equals 9.

 

 

 

 

Clock Sage

***

Atk: 800

Def: 300

Dark/Spellcaster/Effect: This card is treated as "Time Wizard". Once per turn, during your Main Phase you can flip a coin and call it. If you called it right destroy 1 monster your opponent controls. If you call it wrong destroy this card and you take 800 points of damage.

 

 

 

Mind Swap Demon

*****

Atk: 1500

Def: 0

Light/Fiend/Effect: When this card is Normal Summoned or Special Summoned select 1 card on your opponents side of the field. You and your opponent switch control of this card with the selected monster. The selected monster cannot declare an attack this turn.

 

 

 

 

Sorcerer's Chest Armor

Equip Spell

This card can only be equipped to a Spellcaster-Type monster. Increase the Def of the equipped monster by 200 for each Spell Counter on the field. If the monster equipped with this card would be destroyed you can destroy this card instead. If you activate this effect switch the equipped monster to Defense position and decrease it's defense by 1000.

 

 

 

Sorcerer's Plate Legs

Continuous Trap

Select a Spellcaster-Type monster you control. When this card is activated place 3 Spell Counters on this card. Once Per turn, you can remove 1 Spell Counter from this card to negate the attack of a monster that targets the selected monster as an attack target. This card is destroyed if it doesn't have any spell counters on it.

 

 

 

Completely Equipped Sorcerer

************

Atk: 4800

Def: 5000

Dark/Spellcaster/Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned from your Hand, Deck, or Graveyard Except by offering 1 Spellcaster-Type monster that is the target of "Sorcerer's Left Arm", Sorcerer's Right Arm", "Sorcerer's Chest Armor", and "Sorcerer's Plate Legs". Negate the effect of a card that negates the Special Summon of this card. When this card is Special Summoned destroy all cards you control except this card and discard all cards from your hand to the Graveyard. This card is unaffected by your opponent's card effects. This card cannot attack the first turn it is Special Summoned. Skip your draw phase as long as this card remains face-up on the field. When this card is sent to the Graveyard draw cards equal to the number of Draw Phases you've skipped since this card has been on the field.

 

(If this card were to be created all of the Armor Pieces would be limited to 1)

 

 

 

 

Twin Encyclopedia

Normal Spell

Declare 1 Spell card name. If the declared card is in both players decks, both players add that card to their hand. The Declared card cannot be activated this turn.

 

 

 

 

Study Time!

Trap card

You can only activate this card at then end of your opponents End Phase. Look through your opponents deck. The deck is then shuffled. Skip your next turn.

 

 

 

 

Christmas - Magical Academy

Continuous Spell

Add 1 Spell Counter to every card that can acquire Spell counters each of your Draw Phases. Both Players Draw 1 card during their Stand By Phase. This card is destroyed during the End Phase of the second turn after activation.

 

 

--------------------------------------------3/25/07---------------------------------------------------

 

 

 

 

Repulsion Charger - Electromagnet

****

Atk: 1500

Def: 1200

Dark/Thunder/Effect: This card card does not receive battle damage, or destroyed as a result of battle, when battling a Fusion monster. Each time a card is added to your opponent hand by a card effect, this card gains 500 Atk points. When this card is sent to the Graveyard you can add 1 Thunder-Type monster from your Graveyard to your hand except (Repulsion Charger - Electromagnet). This card cannot attack a monster that is level 4 or higher.

 

 

 

 

Magician of Equipment Sealing

*

Atk: 100

Def: 100

Light/Spellcaster/Effect: a Spell or Trap card with "Sorcerer's" in it's card name that targets this card cannot be destroyed. During each of your Stand By Phases add 1 Spell Counter to each Spell or Trap card with "Sorcerer's" in its card name.

 

 

 

----------------------------------------3/28/07--------------------------------------------

 

the Darkest Paladin

*****

Atk: 2050

Def: 1000

Dark/Spellcaster/Effect: This card is treated as a "Dark Paladin" monster. This card can be Special Summoned from your Hand or Deck when "Dark Paladin" is sent to the Graveyard. If this card was Special Summoned in this way, increase the Atk of this card by 500, also when this card Inflicts battle damage to your opponent you can draw 1 card. When this card is sent to the Graveyard it is treated as a Fusion Monster.

 

(This is a Level 5 monster with only 2050 Atk which isn't high at all, but when you when you special Summon it by its effect it becomes a 2550 Atk monster and you get to draw a card each time it deals damage, also when it's sent to the Grave you can Special Summon "Shining Magician" because it is treated as a Fusion Monster when sent to the Graveyard.)

 

 

 

--------------------------------------3/29/07--------------------------------

 

 

Messenger for the Dark Paladin

**

Atk: 200

Def: 400

Dark/Spellcaster/Effect: When this card is Sent to the Graveyard as a result of battle you can Special Summon 1 "Dark Paladin" monster from your deck with an attack of 1700 or less. If the top card in your graveyard is a Spell card, when this card is attacked, half the ATK of the attacking monster until the end of this turn.

 

 

 

 

 

Dark Paladin Dragon Bait

***

Atk: 1400

Def: 1950

Wind/Dragon/Effect: While this card is in Attack Position increase the Atk of all "Dark Paladin" monsters on your side of the field by 500 points, also your opponent cannot select another "Dark Paladin" monster on your side of the field as the target of an attack.

 

 

 

 

-----------------------------------------------4/1/07-------------------------------------------------

 

Fire Charged Halberds

Continuous Trap

Increase the Atk of all "Dark Paladin" monsters on the field by 300 points. Each time a "Dark Paladin" monster is sent to the graveyard as a result of battle, inflict 300 points of damage to your opponent.

 

 

 

--------------------------------------------4/3/07---------------------------------------

 

 

Envoy for the Dark Paladin

******

Atk: 2200

Def: 1600

Light/Spellcaster/Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Messenger for the Dark Paladin" cards in your Graveyard from Play. When this card is Special Summoned destroy up to 3 card your opponent controls. When this card destroys a monster your opponent controls as a result of battle add 1 "Dark Paladin" monster with an Atk with 1700 or less from your deck to your hand.

 

 

----------------------------------------------4/7/07----------------------------------------------

 

 

Hellish Dragon of the Dark Paladin

********

Atk: ?

Def: 2900

Fire/Dragon/Effect: this card can only be Special Summoned from your hand while "Dark Paladin - Shadow Soul" is face-up on your side of the field. When this card is Special Summoned select 1 "Dark Paladin - Shadow Soul" on your side of the field. The Atk of this card becomes the Atk of the selected monster -1000. This card cannot attack unless you and your opponent draw 1 card. When the selected monster is removed from the field switch this monster to defense position.

 

 

 

 

 

Thunder-Charged Armor

Equip Spell

Offer 1 Thunder-Type monster you control, or discard 1 Thunder-Type monster from your hand. The equipped monster gains Atk and Def Equal to the Atk and Def of the monster used as a cost.

 

(Now what "Godly" Thunder monster could exist that would be suitable to discard? ...)

 

 

 

 

Thunder-Fused Dragonic Chimera

*********

Atk: ?

Def: ?

Light/Thunder/Fusion/Effect:

(Thunder Dragon) + (1 or more Thunder-Type monsters)

This monster cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, remove all the cards on your side of the field from play except this card. The original ATK and DEF of this card becomes the number of Fusion Material Monsters you used for the Fusion Summon of this card X 900 points. This card can attack as many of your opponent's monster each turn as the number of Fusion Monsters you used for the Fusion Summon of this card. When this card inflicts battle damage to your opponent, both players draw 1 card.

 

(A completely original idea :wink: )

 

 

 

 

The Second Lord of Thunder

******

Atk: 1900

Def: 2000

Light/Thunder/Effect: Increase the Atk of this card by 100 for each Thunder-Type monster in your Graveyard. You can only activate this effect during the Damage Step of either player's turn; send 1 Thunder-Type monster from your hand to the graveyard and increase the ATK of this monster by the Atk of the monster until the end of the Damage Step.

 

(Second effect works like Injection Fairy lily but the sending of the thunder monster isn't considered a cost, they are just codependent effects )

 

 

 

 

Blade of the Thunder Lord

Trap

When "Hamon - Lord of Striking Thunder" is sent to the Graveyard equip it to your Face-up "The Second Lord of Thunder" at the end of the Phase this card was activated. The equipped monster gains 3000 Atk. When the Equipped monster destroys a monster your opponent controls as a result of battle inflict 1000 points of damage to your opponent. The equipped monster cannot declare an attack its next battle Phase after it attacks.

 

(Hmmmmm, maybe sending Hamon to the grave with the Second lord's effect...)

(Not the "End Phase" but the end of the current phase)

 

 

----------------------------------------------------4/8/07---------------------------------------------------

 

Razor Thunderbolt

****

Atk: 1700

Def: 1800

Light/Thunder/Effect: Once Per turn, you can discard 1 card from your hand to increase the Atk of this card by 500 until the End of the turn. This card cannot be attacked if there is another Thunder-Type monster on your side of the field. When this card is sent to the Graveyard, draw 1 card.

 

 

 

Thunder-Force Barrier

Continuous Spell

Increase the Atk of all Thunder-Type monsters you control by 300 points. During each of your opponent's End Phases, you can activate 1 "Thunder-Force Barrier" from your Deck or Hand. If this card was sent to the Graveyard by a cost, Draw 1 card at the end of the turn. when this card is destroyed, you can activate it from your Graveyard next turn, this effect can only be used once during the current duel.

 

(3 Continuous Spells = Hamon)

 

 

 

 

Wool Charged!

Trap

Any monsters attacked by Thunder-Type monster this turn are destroyed at the end of the damage step.

 

 

 

Little Lizard Thunder God

***

Atk: 1200

Def: 1900

Light/Reptile/Effect: This card can be Special Summoned by removing 1 Thunder monster in your hand from play, in that case this card is also considered a Thunder-Type monster. Increase the Atk of all Thunder-Type monsters on your side of the field by their Level x 100. When a Thunder-Type monster on your side of the field destroys a monster as a result of battle, increase your Lifepoints by the level of the destroyed monster x 200.

 

 

 

Wakinyan the Legendary Thunderbird

*****

Atk: 1700

Def: 1800

Wind/Winged-Beast/Effect: This card is also treated as a Thunder-Type monster. When this card is destroyed by battle, you can remove this card from play to, Special Summon 1 "Wakinyan the Legendary Thunderbird" from your deck. When this card is Special Summoned increase the ATK of this monster by 600 points. When this card is sent to the Graveyard draw 1 card and add 1 card from your hand to your deck. The deck is then shuffled.

 

 

 

-------------------------------------------4/9/07---------------------------------------------

 

Dansk-Parshath, The Darkened Sky Paladin

**********

Atk: 2400

Def: 2200

Dark/Fairy/Fusion/Effect:

(Dark Paladin) + (Neo-Parshath, The Sky Paladin)

This card cannot be Special Summoned Except by Fusion Summon. Increase the Atk of this card by 300 points for each Dragon-Type monster on either players Field or Graveyard. While "Sanctuary in the Sky" is on the field and your Lifepoints are higher than your opponents, Increase this cards Atk by the difference in Lifepoints. When this card attacks with an ATK higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. This card is unaffected by your opponent's Spell cards.

 

 

 

( :D I got the Sky Paladin so I had to make a fusion. It's definitely really good. May not be the best idea for a single deck but in a tag duel this would be awesome. Also, because I didn't want to screw up the name I tweaked the definition of a Dark Paladin Fusion monster to include all monsters with Dark Paladin as a fusion material monster, along with the other qualifications)

 

 

 

 

-----------------------------------------------4/10/07-----------------------------

 

Echoing Voice of Thunder

**

Atk: 1200

Def: 1100

Wind/Thunder/Effect: When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Thunder-Type monster with an ATK of 1500 or less to your side of the field from your Deck. Then shuffle your Deck.

 

 

 

Bounce Back Echo!

Quick Play Spell

Return 1 Thunder-Type Fusion Monster on the field to the Fusion Deck. In addition, if all the Fusion Material Monsters that were used for the Fusion Summon of that Fusion Monster are removed from play, you can Special Summon them all to the field.

 

 

 

 

Weaponizing Viruses

Continuous Spell

As long as this card is face-up on the field, every monster that is destroyed is treated as being destroyed as a result of battle.

 

 

 

 

 

-------------------------------------------------------4/11/07---------------------------------------

Spell of Thunder Summoning

Quick-Play Spell

Activate only when you control a face-up Spellcaster-Type monster. Special Summon 1 level 4 or lower Thunder-Type monster from your deck.

 

 

 

 

-------------------------------------------------4/12/07-------------------------------------------------

Heart of Thunder

Equip Spell

Discard 1 card from the top of your deck. The monster equip with this card is also treated as a Thunder-Type monster. When the equip monster is destroyed, increase your Lifepoints by the Atk of the monster. If the monster equip with this card was originally a Thunder-Type monster, when it is destroyed, you also draw 1 card.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

(NOTE: All cards that say "Dark Paladin" monster, or "Dark Paladin" cards. those are referring to all monsters with "Dark Paladin in their card name. While "Dark Paladin" Fusions only refer to the 4 fusions of Dark Paladin Which are: "Dark Paladin", "Jinhado the Dark Paladin", "Jinhadragon the Thunderous Dark Paladin" and "Dark Paladin Girl", along with all monsters that have a "Dark Paladin" monster as a fusion material)

 

 

(ALSO NOTE: thunder cards are cool...)

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Hah, these cards are good if a little... well, bizarre :), but in a good way :).

 

Creativity: 8/10 ('Coz you are, as you said, creating support for existing cards)

Playability: 9/10 (Some of those cards are REALLY hard to get out... but they're VERY strong, so there's a nice balance in them)

Art: n/a/10 (For obvious reasons).

 

Nice set.

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Cool cards Shaco I like the Tri-Headed Thunder Dragon, somebody was bound to crate this some time or another.

 

Creativity: 9/10

Playability: 8.5/10

Originality: 9/10

 

Good job!

 

Side note: I dont know why alot of people do not post here, this section is rather unused and I would realy like it if people would post here more often. I'm going to put a notice in my sig and hope that people come and post here, from now on I will be posting here more often. 8)

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Thanks a lot Danilus, I always thought that should be Twin-Headed Thunder Dragon's Effect. I think it's pretty original :P

 

Well the main "hook" of this forum is that you can post full versions of your cards.

 

... I do wish this the written section would be as popular as the realistic card section :cry:

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  • 2 weeks later...
  • 3 months later...

Now you really can't count this as tripple posting... IT'S LIKE 3 MONTHS AFTER!!!!!!!!

 

 

Anyways, I just wanted to make sure no one forgot about my beautiful Dark Paladin cards.

 

 

And new members are coming in all the time, so I figured I'd bless them all with my wonderful card design.

 

 

(Also, I just realized how much I love "Trade! Staff for Sword"

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