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Piece Monsters ....and a NEW TYPE of TRAP CARD? Plz comment


Cody Frost

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Piece Theme

 

[spoiler=monsters]

1.) Piece - King de Luz

LV4 LIGHT

Warrior / Effect

When this monster is Normal Summoned, draw 1 card. When a "Piece" monster is summoned to the field, place 1 Piece Counter on this card. You can remove 2 Piece Counters on this card to Special Summon a "Piece" monster from your hand or Deck to the field.

ATK/DEF: 500/2000

 

2.) Piece - Queen de Luz

LV4 LIGHT

Warrior / Effect

When this monster is Normal Summoned, randomly discard 1 card on your opponent's hand. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card on the field. Cards with Piece counters cannot attack unless they have either "Piece" and "Luz" in their name or with a card effect.

ATK/DEF: 1600/1000

 

3.) Piece - Bishop de Luz

LV3 LIGHT

Spellcaster / Effect

When this monster is Normal Summoned, you can select 1 card on either players' Graveyard and place it on your Deck and shuffle. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on this card. When this card is destroyed or sent to the Graveyard, gain life points equal to the number of Piece Counters on this card x 200.

ATK/DEF: 600/900

 

4.) Piece - Knight de Luz

LV3 LIGHT

Beast-Warrior / Effect

When this monster is Normal Summoned, you can select a card in your Deck and add it to your hand. The selected card cannot be played during this turn. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on this card (Max 5). For each Piece Counters on this card, increase this card's ATK and DEF by 400 points.

ATK/DEF: 0/0

 

5.) Piece - Castle de Luz

LV3 LIGHT

Rock / Effect

When this monster is Normal Summoned while you control a face-up "Piece" monster, you can Special Summon 1 "Piece - King de Luz" from your hand or Deck to your side of the field. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card on the field.

ATK/DEF 0/2000

 

6.) Piece - Pawn de Luz

LV2 LIGHT

Warrior / Tuner

When this monster is Normal Summoned, select 1 Spell/Trap card from your Graveyard and set it face down on your side of the field. That card cannot be flipped face-up. If this card is used to Synchro Summon a Warrior-type or "Piece" Synchro Monster, this card's level becomes 3 instead of 2.

ATK/DEF: 400/400

 

7.) Piece - Rey de Dark

LV4 DARK

Warrior / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card in your opponent's hand or the top card in his/her Deck. The Piece Counter is not removed unless the card is removed from the field.

ATK/DEF: 500/2000

 

8.) Piece - Reina de Dark

LV4 DARK

Warrior / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card in your opponent's hand or the top card in his/her Deck. Cards with Piece Counters that are not on the Field cannot be played. Your opponent can pay 500 life points to remove 1 Piece Counter on a card in their hand or field.

ATK/DEF: 1600/1000

 

9.) Piece - Alfil de Dark

LV3 DARK

Spellcaster / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card on the Graveyard. Cards with Piece Counters on the Graveyard that do not have "Piece" in their name cannot be removed from the Graveyard by a card effect unless the effect card being used has "Piece" in their name.

ATK/DEF: 900/600

 

10.) Piece - Caballo de Dark

LV3 DARK

Beast-Warrior / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on this card. During each of your opponent's End Phases, for each Piece Counter on this card, inflict 100 points of Damage to your opponent's life points.

ATK/DEF: 800/1000

 

11.) Piece - Castillo de Dark

LV3 LIGHT

Rock / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When a "Piece" monster is summoned to the field, you can place 1 Piece Counter on a card on the field. Monsters that have Piece Counters and do not have "Piece" in their name lose 150 ATK and DEF points for each Piece Counter they have.

ATK/DEF: 0/2000

 

12.) Piece - Pion de Dark

LV2 DARK

Warrior / Effect

This monster can only be Normal Summoned on your opponent's side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. When this card is used to Synchro summon a Warrior-type or "Piece" Synchro Monster, this card's level becomes 3 instead of 2.

ATK/DEF: 400/400

 

 

 

[spoiler=Synchro (Extra Deck) Monsters]

1.) Piece - King of Light

LV7 LIGHT

Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - King de Luz"

When this card is Synchro Summoned, Special Summon 1 "Piece" monster from your hand, Deck or Graveyard to the field and place 3 Piece Counters on it. Once per turn, you can place 3 Piece Counters on a card on the field. If there are 10 or more Piece Counters on the field, this card can attack your opponent's life points directly. This card cannot attack the next turn if you do this.

ATK/DEF: 2500/2000

 

2.) Piece - Queen of Light

LV7 LIGHT

Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - Queen de Luz"

When this card is Synchro Summoned, you can return 1 card from the either players' Graveyard and add it to your hand. The returned card cannot be played this turn. Once per turn, you can place 2 Piece Counters on a card on the field. All "Piece" monsters on the field gain 100 ATK and DEF points for each Piece Counter on them.

ATK/DEF: 2500/2000

 

3.) Piece - Bishop of Light

LV6 LIGHT

Spellcaster / Synchro / Effect

1 Tuner monster + 1 "Piece - Bishop de Luz"

When this card is Synchro Summoned, you can return up to 2 cards on the field back to the bottom of the owner's Deck. Once per turn, you can remove 3 Piece Counters on the field to draw 1 card from your Deck or return 1 card from the Graveyard back to the bottom of the owner's Deck.

ATK/DEF: 2300/2000

 

4.) Piece - Knight of Light

LV6 LIGHT

Beast-Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - Knight de Luz"

When this card is Synchro Summoned, increase the ATK of this card for each "Piece" monster and Piece Counters on the field x 200.

ATK/DEF: 2000/2000

 

5.) Piece - Castle of Light

LV6 LIGHT

Rock / Synchro / Effect

1 Tuner monster + 1 "Piece -Castle de Luz"

When this card is Synchro Summoned, place 3 Piece Counters on this card. During either players' turn, if a "Piece" monster would be destroyed, you can remove 1 Piece Counter on this card to negate that monster's destructions. The controller of this card can half the battle damage they take between a battle including 1 or more "Piece" monsters by removing 2 Piece Counters on this card.

ATK/DEF: 0/2650

 

6.) Piece - King of Dark

LV7 DARK

Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - Rey de Dark"

This card can be summoned on either players side of the field. The player who summoned this card is the controller of this card and this card's control cannot change. During either player's Battle Phase, you can remove 2 Piece Counters on the field to negate a monster attack or remove 4 Piece Counters to end the Battle Phase.

ATK/DEF: 2500/2000

 

7.) Piece - Queen of Dark

LV7 DARK

Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - Reina de Dark"

This monster can be summoned on either players side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. Once per turn you can place 2 Piece Counter on a card(s) in your opponent's hand or the top card in his/her Deck. Cards with Piece Counters that are not on the Field cannot be played. Your opponent can pay 650 life points to remove 1 Piece Counter on a card in their hand or field

2500/2000

 

8.) Piece - Bishop of Dark

LV6 DARK

Spellcaster / Synchro / Effect

1 Tuner monster + 1 "Piece - Alfil de Dark"

This monster can be summoned on either players side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. Once per turn, you can place 2 Piece Counters on a card(s) on the Graveyard. Cards with Piece Counters on the Graveyard that do not have "Piece" in their name cannot be removed from the Graveyard by a card effect unless the effect card being used has "Piece" in their name. If there are 10 or more Piece Counters on the Graveyard, you can remove 2 cards from the Graveyard out of play.

ATK/DEF: 2300/2000

 

9.) Piece - Knight of Dark

LV6 DARK

Beast-Warrior / Synchro / Effect

1 Tuner monster + 1 "Piece - Caballo de Dark"

This monster can be summoned on either players side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. Once per turn, you can place 3 Piece Counter on this card. During each of your opponent's End Phases, for each Piece Counter on this card, inflict 150 points of Damage to your opponent's life points. If this card is destroyed or sent to the Graveyard, inflict damage to your opponent's life points equal to the number of Piece Counters on this card x 200.

ATK/DEF: 2000/2000

 

10.) Piece - Castle of Dark

LV6 DARK

Rock / Synchro / Effect

1 Tuner monster + 1 "Piece - Castillo de Dark"

This monster can be summoned on either players side of the field. The player who summoned this monster is the controller of this card and this card's control cannot change. Once per turn, you can place 2 Piece Counter on a card on the field. Monsters that have Piece Counters and do not have "Piece" in their name lose 250 ATK and DEF points for each Piece Counter they have. Monsters that have Piece Counters and have "Piece" in their name gain the following effect:

? If this card would be destroyed or sent to the Graveyard, you can remove 1 Piece Counter to negate this card's destruction and keep it on the field.

ATK/DEF: 0/2650

 

 

 

[spoiler=Spells]

Chess Board (Field Spell)

Increase the ATK and DEF or all "Piece" monsters by 300 points. Whenever a "Piece monster is summoned to the field, place 1 Piece Counter on this card. If a "Piece" card would be negated, destroyed, or removed from the field by your opponent's card, you can remove 2 Piece Counters on the field to negate that cards negation, destruction and or removal from the field.

 

First Move (Quick-Play Spell)

This card can be activated from the hand or Deck by paying 500 life points. If a "Piece" card is targetted by an opponent's card effect, negate that card's effect and destroy it. You can pay an additional 500 life points for this card to not be negated by an opponent's card effect. Only 1 "First Move" can be played per turn.

 

Castling! (Quick-Play Spell)

You can activate this card from your hand or Deck by paying 500 life points and while you control a monster with "Piece" and either "Castle" or "Castillo" on the field. Discard the top 5 cards of your deck to place 1 Piece Counter on all cards on the field and in your opponent's hand.

 

Battle Ground Cemeteries (Quick-Play Spell)

This card can be activated from the hand or Deck during either players turn by paying 500 life points. Remove any number of Piece Counters on the field. For each 3 Piece Counters removed activate 1 of the following effects:

● Gain 800 life points.

● Inflict 1000 points of damage to your opponent's life points.

● Draw 2 cards from either players Deck and add them to your hand.

● While "Chess Board" or "Grand Chess Board" is on the field, you can remove 1 Piece Counter to treat this card as a Continuous Spell card. If you do this, you can only activate 2 of the 3 previous effects and only have to remove 1 Piece Counter to activate them instead of 3. Destroy this card if "Chess Board" or "Grand Chess Board" is removed from the field. This card cannot be removed from the Graveyard except by a card with "Piece" in its name.

Complete Piece Set (Normal Spell)

Cards played by the owner of this card are treated as having "Piece" in their name until the end of the duel.

 

Grand Chess Board (Field Spell)

This card can only be played while "Chess Board" is face up on the field. This card is placed on top of that card. "Chess Board" is not removed from the field. This card gains the effects of "Chess Board". When a "Piece" monster is summoned to the field, you can Special Summon an additional "Piece" monster from your Deck. Whenever a "Piece" monster is summoned, place 2 Piece Counters on a card on the field and gain 500 life points.

 

 

 

[spoiler=Trap Cards]

 

Piece-Ful Contract (Counter Trap)

Send 1 card from your Deck to the Graveyard to increase the ATK and DEF of 1 monster you control by 500 points. That monster cannot be destroyed by battle (Battle Damage is still applied normally) and is uneffected by Trap Cards until the end of the turn.

 

Non-Piece-Ful Contract (Counter Trap)

Search and select 1 card from your opponent's Deck and send it to the Graveyard then pay 1000 life points to activate the following effect based on the selected card's type: ? Monster: Inflict damage to your opponent's life points equal to half the DEF of the selected monster. ? Spell: Spell cards played by your opponent this turn do not have their effects activated this turn. Any Spell cards already played by your opponent have their effects negated until the end of the turn. ? Trap: Negate the activation of any Trap cards your opponent activates this turn. Any Trap cards already played by your opponent have their effects negated until the end of this turn.

 

Check Mate! (Counter Trap)

Remove all Piece Counters on the field and activate the corresponding effect(s) depending on the number of Piece Counters that were removed.

● If 3+: You can negate the activation or summoning of a card and destroy it.

● If 6+: Gain 1500 life points.

● If 9+: Draw 3 cards.

● If 12+: Destroy all cards your opponent controls. They draw 2 cards from their Deck.

● If 15+: Inflict damage to your opponent's life points equal to the total ATK or DEF of all "Piece"

monsters that were summoned during this duel to your opponent's life points.

 

In Pieces (Continuous Trap)

When a "Piece" monster is sent to the Graveyard, place 3 Piece Counters on a card on the field. You can remove 2 Piece Counters on the field to Return 1 card from either players Graveyard and place it on the bottom of your Deck.

 

 

 

 

[spoiler=Persistent Traps?]

Here's a new kind of trap card I want to introduce, a Persistent Trap card. In order to activate these cards, the player that is going to activate them has to tap their Deck and say "Persistence". The player activating this "Persistent" trap card can do this dueing either players' turn. The card is now "Set" in the Deck. When a Persistent Trap card is activated, you search your Deck for the Trap card and then activate it. Here's an Example:

 

Player 1Turn X.) I summon 1 monster. "Persistence" *Player taps Deck* Play 1 card face down. End turn. Spel/Trap Zone: 1 face down. (Persistent Trap is still in Deck but it's set.)

 

Player 2 Turn X) I summon 1 monster. Set 2 cards face down and activate Spell card.

 

Player 1: Chain, *Searches Deck* I activate Persistent Trap *effect takes play*

 

Player 2: Chain to Persistent Trap, quick-play spell name. *Effect takes play*

 

Chain is made, quick-play spell destroys (maybe negates) the persistent trap card.

 

These cards will be very useful in a multitude of situation, but there is a catch. Players can only "set" 1 Persistent Trap card from their Deck (in their deck) every 3rd turn. This is a sort of defence against cards like Example:

 

Turn 1.) Player 1: Taps "Persistence". Spell/Trap Zone: 0 cards.

 

Turn 2.) Player 2: plays card. (Player 1 activates [/b]Persistent[/b] Trap)

 

Turn 3.) Player 1: Can't Play Persistent Trap or "Set" one in their deck.

 

Turn 4.) Player 2: Does their turn.

 

Turn 5.) Player 1: Still can't play Persistent Trap.

 

Turn 6) Player 2: Does their turn.

 

Turn 7.) Player 1: Taps "Persistence".

 

The only way a player can activate 2 Persistent Trap cards is if they set one on the field. If a Persistent Trap card is activated from the field, the player can still do the *tap* "Persistence" because a Persistent Trap card that is activated from the field would be considered activating a Normal Trap card. Example:

 

Turn 1.) Player 1: Taps "Persistence" and plays Persistent Trap face down. Spell/Trap Zone: 1 card face down.

 

Turn 2.) Player 2: plays card. (Player 1 activates [/b]Persistent[/b] Trap from deck)

 

Turn 3.) Player 1: Can't Play Persistent Trap or "Set" one in their deck but activates face down Persistent Trap card.

 

Turn 4.) Player 2: Does their turn.

 

Turn 5.) Player 1: Still can't play Persistent Trap (From Deck).

 

Turn 6) Player 2: Does their turn.

 

Turn 7.) Player 1: Taps "Persistence". Plays another Persistent Trap Face down.

 

Here's something else. Lets say Player 1 "set" a Persistent[ Trap card but didn't activate it during the three turns. He can set another Persistent Trap card along side the card he had alrady set. Example:

 

Turn 1.) Player 1: Taps "Persistence" Spell/Trap Zone: 0 card face down.

 

Turn 2.) Player 2: plays card.

 

Turn 3.) Player 1: Can't Play Persistent Trap or "Set" one in their deck but waits.

 

Turn 4.) Player 2: Does their turn.

 

Turn 5.) Player 1: Still can't play Persistent Trap (From Deck).

 

Turn 6) Player 2: Does their turn.

 

Turn 7.) Player 1: Taps "Persistence". This player now has 2 Persistent Trap cards set on his deck.

 

Final Ruling: If the player had "set" a Persistent Trap card on the deck and it is drawn, he can show the card to the opponent and returned to the Deck, the Deck is shuffled and the player draws 1 card or the player can keep the card in his hand. If it happens again, they can repeat this process. If it happens a third time, the player must keep the card and does not reveal it to the opponent.

 

Persistent Cards will mostly be aid cards that protect monsters or boost their ATK/DEF, or effects and so forth. These cards will usually have an additional effect when they are activated from the Deck. This will make new combos and might inspire new themes. This idea was inspired from the "Gladiator" Theme. They can be summoned from the Deck, and I've already made Spell cards that can be activated from the deck. This is something new. To me at least...

---

 

First Persistent Trap Cards

 

Start Game Predictions (Persistent Trap)

If this card is activated from the Deck, gain 500 life points. Both players select 2 cards in their respective hands and reveal them. Both players then exchange 1 of the revealed cards with their opponent. When the exchanged card is removed from the field, it is sent to the owner's Graveyard.

 

Mid Game Resistance (Persistent Trap)

If this card is activated from the Deck, all Battle Damage the owner of this card takes this turn is reduced to 0. Activate this card only during either players' Battle Phase. Select 1 monster on your side of the field. That monster is not destroyed by battle until the end of the turn.

 

End Game Destruction (Persistent Trap)

If this card is activated from the Deck, destroy 1 card on the field. When a card you control would be destroyed or negated by a card your opponent controls, you can negate that card's destruction and negation and draw 2 cards from your deck.

 

 

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that persistant idea is interesting. but very confusing. if you have more than on persistant card in your deck, you could say you activate it but what if you change ur mind and use a different one than you intended? end game destruction sounds a bit overpowered cuz u can draw 2 card, destroy one of ur enemy's cards, and you can even save another one of yours, whenever you want because you don't need the card in your hand. of course if it goes in your hand you can't use it cuz it says it has to be activated from the deck. how about if you say persistance, you have to use the first persistant card closest to the top? that'd be trickier

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True. Very true. Persistant trap cards are to be used from the deck. It's a vise versa effect to the effects of a Contact Fusion (Where monsters are returned to Deck) and it's done with a Trap card instead. These cards will probably limited to at least 5 cards on a deck so it makes it fair. Also, these cards are meant to be just a bit overpowered because you can only activate them from the deck once every 3rd turn. If you just set them then they dont get their first effect evening them out a bit to normal traps.

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Have I take a look at your cards? Uhh...nope...I don't even take a look at cards with pics...just here. Weird since this has happened twice to me. Still, yeah it is basically almost the same thing. The only difference is that if mine is activated on the field, it doesn't get the first effect. That's basically the only difference.

 

PS: Princess Mononoke?!!?!?!?! I just check that movie out and I'm watching it!!!! Weird.....

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