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Fate/stay night Cards ~ Jakku


jack781217

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The pictures I use are CG of the game Fate/stay night. I do not claim any credit to them.

 

My first attempt on these cards received much negative critics...

Here goes my second attempt. >.>

 

[spoiler=Heroic Spirit]

 

210811.jpg

[spoiler=Lore]

You can Special Summon this card if you control a LIGHT Spellcaster-Type monster. Once per turn' date=' you can increase this card's ATK by 500 until your next Standby Phase by decreasing the DEF of a Spellcaster-Type monster you control by 500 until your next Standby Phase. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

[img']http://img254.imageshack.us/img254/6879/210811l.jpg[/img]

[spoiler=Lore]

You can Special Summon this card if you control an EARTH Spellcaster-Type monster. If this card would be destroyed by battle, you can decrease the DEF of a Spellcaster-Type monster you control by 500 to return this card to your hand instead. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

210811.jpg

[spoiler=Lore]

You can Special Summon this card if you control a FIRE Spellcaster-Type monster. You can decrease the DEF of a Spellcaster-Type monster you control by 500 until your next Standby Phase to randomly look at a card in your opponent's hand. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

210811g.jpg

[spoiler=Lore]

You can Special Summon this card if you control a DARK Spellcaster-Type monster. During each Battle Phase, You can decrease the DEF of a Spellcaster-Type monster you control (other than this card) by 500 until your next Standby Phase to activate 1 Spell Card from your hand. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

210811.jpg

[spoiler=Lore]

You can Special Summon this card if you control a WIND Spellcaster-Type monster. When your opponent attacks with a Level 5 or lower monster, you can switch it to Defense Position by decreasing the DEF of a Spellcaster-Type monster you control by 500 until your next Standby Phase. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

210811c.jpg

[spoiler=Lore]

You can Special Summon this card if you control an EARTH Spellcaster-Type monster. You can negate the effect of a Spell or Trap Card on this card by decreasing the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

210811x.jpg

[spoiler=Lore]

You can Special Summon this card if you control a WATER Spellcaster-Type monster. When this card battles in Attack Position, neither player can activate Trap Cards until the Damage Step. During each of your End Phases, decrease the DEF of a Spellcaster-Type monster you control by 1000 until your next Standby Phase. If you do not, destroy this card.

 

 

 

 

 

 

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Cards 001~017 revised

 

For some reasons, I wasn't aware that they are overpowered when I made them (guess I'm too excited about making them )

So I have downgrade them quite a bit (at least it seems to me...)

I also tried to correct my OCG as much as possible

 

Thanks you for your comments :)

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