Hyyppa Posted January 29, 2009 Report Share Posted January 29, 2009 [spoiler= [b]Set 1[/b](50/50)] [spoiler=The Random Cards(22/50)]1. Balanced Scale of Osiris Field spell Effect: During each of your End Phases, count every Spell, Trap and Monster card you control(not counting this card). After counting your opponent(s) has to set Spells or Traps from their hand as long as they have the same amount of Spell and Trap cards on their Spell and Trap Card Zone. Your opponent(s) has to then Special Summon monsters from their hand as long as they have as many monsters as you control. If your opponent(s) control less Spells, Traps or Monster Cards than you during their Stanby Phase, you gain 1000 Life Points x missing card. Tormenting Toll Taker LIGHT/4/Fiend/Effect/ATK1600/DEF1200 Effect: While this card is face-up on the field, whenever a monster is Special Summoned by the effect of a Spell Card, that card's controller must destroy 1 card they control. If not, the monster is destroyed. Afterblow Quick-play spell Effect: Whenever a card is destroyed by a card's effect, you can activate this card from your hand. Destroy 1 card on the field. This effect can be activated during either player's turn. Only 1 "Afterblow" can be activated per turn. Merciless LVL Strike Normal spell Effect: Inflict 300 damage x the combined Level of all face-up monsters you control to opponent. During the turn this card was activated, you cannot declare an attack and during next End Phase all monsters you control are destroyed. When this card is sent to Graveyard from the field, it's placed to top of it's owner's Deck instead. Whenever this card is drawn or added to hand you take 1000 damage. 5. Sunrise Clouds Equip spell Effect: This card can only be equipped to a "Cloudian" monster. When the monster equipped with this card battles a monster, the battle damage to the controller of the monster is 0. During each of your End Phases, remove 1 Fog Counter from the equipped monster. If not, this card is destroyed. If this card is destroyed, except by it's own effect draw 1 card. Elemental Hero Wild Shadowcrawler DARK/7/Warrior/Fusion/Effect/ATK2200/DEF1900 Effect: [Elemental Hero Necroshade + Elemental Hero Avian] This card can only be Special Summoned by Fusion Summon. Once per turn, you can send 2 top cards of your deck to graveyard to discard 1 random card from your opponent's hand. For every "Elemental Hero" monster in your graveyard, this card gains 100ATK. Dark Dragon's Guard DARK/2/Spellcaster/Effect/ATK300/DEF300 Effect: This card is treated as Fiend-type monster while in Graveyard. This monster cannot be Normal Summoned if there's no "Dark Armed Dragon" on the field. As long as this monster is face-up on the field, the cost of all "Dark Armed Dragon"s effect are changed to "by removing 1 card in your Graveyard". The effect of "Dark Armed Dragon"s can only be activated once per turn. Cyberdark Roc DARK/6/Machine/Effect/ATK900/DEF900 Effect: This monster cannot be Normal Summoned or Set. This monster can be Special Summoned by tributing 1 "Cyberdark" monster you control. When this monster is Special Summoned, select 1 Level 6 or lower Dragon-type monster in your Graveyard and equip it to this card. This monster gains ATK equil to the equipped card's ATK. When this monster is destroyed, Special Summon 1 "Cyberdark" monster from your Deck(it's treated as additional Normal Summon). If this monster would be destroyed in battle, destroy the equipped monster instead. Exodio, the Forbidden Lord DARK/10/Spellcaster/Fusion/Effect/ATK?/DEF0 Effect: [1 "Forbidden One" monster + 1 "Forbidden One" monster with different name] This card cannot be Special Summoned expect by Fusion Summon. This card is unaffected by any targeting Spell, Trap or Monster effects(except this card's). The original ATK of this card is the total of Fusion Material Monsters x 1000. Once per turn, depending on monsters that weren't used to this card's Fusion Summon, you can activate an following ability. Exodia the Forbidden One: Until the End Phase of your opponent's next turn, this monster is cannot be destroyed by battle. Left Arm of the Forbidden One: This turn, if this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. Right Arm of the Forbidden One: This turn, when there is a monster on your opponent's side of the field after the first attack of this monster made, this monster can attack once again during the same Battle Phase. Left Leg of the Forbidden One: Select 1 "Forbidden One" monster in your hand or Deck and send it to the Graveyard. The "Forbidden One" card is treated as a Fusion Material Monster of this card. Right Leg of the Forbidden One: Select 1 "Forbidden One" monster in your Graveyard that was sended there for a Fusion Summon of this card and add it to your Deck. The "Forbidden One" card is treated as a non Fusion Material Monster of this card. Shuffle your Deck. If "Exodia the Forbidden One", "Left Arm of the Forbidden One", "Right Arm of the Forbidden One", "Left Leg of the Forbidden One" and "Right Leg of the Forbidden One" are all the Fusion Material Monsters of this monster, you win the duel. 10. Servant's Servant, Apol LIGHT/3/Spellcaster/Effect/ATK100/DEF100 Effect: When this monster is Normal Summoned, it's changed to Defence Position. While this card is face-up on the field, you can activate 2 "Exodio, the Forbidden Lord"'s effects per turn. Your opponent can only attack "Servant's Servant, Apol" you control. Cyber Tri-Ogre EARTH/10/Machine/Fusion/Effect/ATK3800/DEF2600 Effect: [Cyber Ogre + Cyber Ogre + Cyber Ogre] A Fusion Summon of this card can only be conducted with above Fusion Material Monsters. When this monster attacks, halv the DEF and ATK of the attack target monster. When this card is destroyed, Special Summon 1 "Cyber Ogre" from your Graveyard. Afterwards, select 1 "Cyber Ogre" from your Graveyard and add it in your hand. Destruction Wire Continuous spell Effect: Select 1 face-up monster you control. Afterwards, select 1 of your opponent's monsters. If either selected monster is removed from the field, the other selected monster is destroyed. When both of the selected monster are removed from the field, destroy this card. Trap Mine Normal spell Effect: Send the top card of your Deck to Graveyard. Declare a card name and check every face-down card on the field. Destroy all cards with the same name you declared. Lucius, the Tyrant of Battlefields FIRE/8/Warrior/Effect/ATK?/DEF? Effect: If there are any other monsters with "Lucius" in there name in your Graveyard, field or among your cards that are removed from play, this monster cannot be Summoned. Any other monster you control cannot attack while this card is on the field. This card cannot attack during the turn it's Summoned. While this card is face-up you cannot Normal Summon or Set monsters. When this monster is Normal Summoned, the control of every card on the field (including Spell and Trap Cards, excluding this card) is changed and your entire hand is added to your opponent's. This monster's ATK and DEF is the total of the original ATK of all other monsters you control. If an effect that would destroy monster(s) on the field is activated, destroy this monster to negate the effect of the card and destroy it. If this monster is destroyed, tribute 1 monster you control and Special Summon this card on your side of the field in Attack Position. 15. Rafael, the Tyrant Legend FIRE/9/Warrior/Effect/ATK3600/DEF1900 Effect: This monster cannot be Normal Summoned or Set. This monster cannot be Special Summoned except by tributing 1 "Lucius, the Tyrant of Battlefields" you control, while there are no other monsters than "Lucius" on your field. When this card is Summoned, every card your opponent's controls is removed from play, until the End Phase(cards are placed back in same Position and Card Zones). Flames of the Mighty Normal spell Effect: Select 1 face-up monster you control. Destroy 1 Spell or Trap Card on the field x for each 4 Levels selected monster has. Overloaded Graveyard Normal trap Effect: This turn, any monster that is send to Graveyard is shuffled back to deck instead. Unprepared Comeback Equip spell Effect: Select 1 monster in your Graveyard. Take damage equil to half it's DEF and Special Summon it to your side in face-up Defence Position. If the monster is send to Graveyard, except by the result of battle, draw 1 card. Super Space Typhoon Quick-play spell Effect: Discard 1 card from your hand. Destroy 1 Spell or Trap Card your opponent controls and dealt 800 damage to opponent. Spells, Traps and Effect Monsters' effects cannot be activated in response to this card's activation. 20. Returngift of the Sacred Normal trap Effect: When this face-down card is destroyed by card's effect, search your Deck. Select 1 4 or lower Level Monster Card, send it to Graveyard and dealt 800 damage to opponent. Forgotten Land Quick-play spell Effect: When all your monsters are removed from the field by the effect or cost(after effect is played) of a card during your Battle Phase. Special Summon 1 of those monsters from your Graveyard and rise it's ATK by 1000. The monster is send to graveyard after the Battle Phase. Protecting the Protector of the Protected Equip spell Effect: The equipped monster gains 600 DEF. By discarding this card from your hand you can negate a effect of a card that would destroy a face-up Spell or Trap Card you control and destroy it. [spoiler=The "Hexagon" series related Cards(10/50)]1. Royal Sword of the Empress Equip spell The equipped monster gains 400ATK x for each different Attribute than the equipped monster's in your Graveyard. HEX-Change Continuous trap Effect: During each of your Stanby Phases pay 500 Life Points. If not, this card is destroyed. This card's effect can be activated during either player's turn. Select 1 "Hexagon" monster on your side of the field. Then select from your Deck, 1 "Hexagon" monster with a different Attribute than the "Hexagon" monster on your field, and send it to Graveyard. Negate the effects of the "Hexagon" monster on the field and replace them with the effect(s) of the "Hexagon" monster that was sended to Graveyard, until the End Phase. This effect cannot be activated until opponent's next End Phase. Hexagon Warrior Blue - Aqusshino WATER/4/Fish/Effect/ATK1700/DEF1300 Effect: This monster cannot be Special Summoned. When this monster attacks or is attacked, you can pay 500 Life Points and send 1 "Hexagon Warrior Blue - Aqusshino" from your Deck to Graveyard. Return the battling monsters back to their owner's hand. Hexagon Warrior Brown - Groundian EARTH/5/Warrior/Effect/ATK2200/DEF1800 Effect: This monster cannot be Special Summoned. You can pay 500 Life Points and send 1 "Hexagon Warrior Brown - Groundian" from your Deck to Graveyard to play this effect. This turn, this monster can attack directly, but any damage done by this attack is halved. 5. Hexagon Warrior Red - Magman FIRE/4/Rock/Effect/ATK1600/DEF1400 Effect: This monster cannot be Special Summoned. Once per turn, during your Main Phase 1, you can pay 500 Life Points and send 1 "Hexagon Warrior Red - Magman" from your Deck to Graveyard. Declare an attack with this monster(ignoring any restrictions). During the turn's Battle Phase you used this effect, this monster cannot attack. Hexagon Warrior Purple - Venombiter DARK/4/Reptile/Effect/ATK1500/DEF1500 Effect: This monster cannot be Special Summoned. Once per turn, you can pay 500 Life Points and send 1 "Hexagon Warrior Purple - Venombiter" from your Deck to Graveyard. If this card battles a monster with higher original ATK than this card, the opposing monster loses 1000ATK for damage calculations only. This effect can be activated during either player's turn. Hexagon Warrior Green - Kazzenko WIND/4/Winged Beast/Effect/ATK1900/DEF300 Effect: This monster cannot be Special Summoned. Once per turn, you can pay 500 Life Points and send 1 "Hexagon Warrior Green - Kazzenko" from your Deck to Graveyard. Destroy 1 face-down Spell or Trap Card your opponent controls. Hexagon Warrior Yellow - Sonofgo LIGHT/4/Fairy/Effect/ATK1200/DEF1700 Effect: This monster cannot be Special Summoned. When a monster(s) is Special Summoned, you can pay 500 Life Points and send 1 "Hexagon Warrior Yellow - Sonofgo" from your Deck to your Graveyard. Negate the Special Summon and return the monster(s) to their owner's hand. Pentagramm of Hex Continuous spell Effect: As long this card is face-up on the field players don't need to pay Life Points to play effects of "Hexagon" monsters. During each of your End Phases send the 3 top cards of your Deck to graveyard. If not, this card is destroyed. 10. Giant Gem Golem - Hexist LIGHT/8/Rock/Effect/ATK3000/DEF2000 Effect: This monster cannot be Normal Summoned or Set. This can only be Special Summoned on your opponent's field by tributing 2 cards your opponent controls. As long as this monster is face-up on your field, your opponent's monster's Summoning conditions in their hand, deck and Graveyard are ignored(excluding Tribute Summoning and Ritual Summoning). [spoiler=The "Worker" series related Cards(11/50)]1. Plankmaster Andrian EARTH/5/Rock/Effect/ATK2000/DEF1600 Effect: If this card destroys a monster in battle during your Battle Phase, you can half this monsters ATK until the end of this turn and attack once again. This effect can be activated 2 times per turn. Plankmaster's Masterpiece Normal trap Effect: Activated only when "Plankmaster Andrian" is destroyed. Special Summon 2 "Plankpiece Tokens" (Rock-Type/EARTH/Level/1/ATK500/DEF500) on the field in face-up Defence Position. Nailer Worker Lee EARTH/4/Rock/Effect/ATK1200/DEF1700 Effect: While this card is face-up on the field, all "Worker" monsters you control gain 200ATK and DEF. Jonathan, the Worker LIGHT/4/Warrior/ATK1800/DEF1600 5. Worker Thomas, the Lazy One LIGHT/3/Warrior/Effect/ATK1200/DEF900 Effect: Once per turn, by halving this monster's ATK you can Special Summon 1 "Worker" monster from your hand, except "Worker Thomas, the Lazy One". This monster's effect can be activated 2 times in a duel. Bob, the Blunder Worker LIGHT/4/Warrior/Effect/ATK1700/DEF2300 Effect: Your opponent cannot attack you directly while this card is face-up on the field and this card is the only "Worker" monster they can attack. If this card is the only monster on your field while in face-up Defence Position, your opponent can attack you directly with his monsters. Rising Eruption Normal Trap Effect: Activate only when you have no cards in your hand. Send "Rising Building" you control to Graveyard. Draw 1 card for every 2 Floor Counters that were on it. Rising Building Field spell Effect: Whenever a "Worker" monster(s) is Normal Summoned on your side of the field, place 1 Floor Counter(max.10) on this card. When a "Worker" monster(s) is Special Summoned on your side of the field, place 2 Floor Counters on this card. Once per round, you can activate 1 of these effect depending on the number of Floor Counters on this card. *3+: When a "Worker" monster battles on your side of the field, you can rise it's ATK and DEF by 300 during the damage calculations only. *5+: If a monster you control would be destroyed by battle it is not destroyed(damage calculated normally). *8+: If you have a face-up "Worker" or "MasterWorker" monster on your side of the field, destroy 1 Spell or Trap card. *10+: You can use all these effects once during a round and any battle damage towards you due a monster battling is 0. By removing 3 Floor Counters from this card, negate a effect that would destroy this card. MasterWorker Spencer LIGHT/8/Warrior/Effect/ATK2500/DEF2200 Effect: This card cannot be Special Summoned. This card is unaffected by any Spell Cards. While this card is face-up on the field, all your opponent's face-up monsters lose 100ATK x Level of the monster. For every "Worker" Monster Card you control, this monster gains 100ATK. 10. MasterWorker Bullrizer EARTH/8/Rock/Effect/ATK2900/DEF2500 Effect: This card cannot be Special Summoned. This card is unaffected by any monster effects. Once per turn, you can change 1 monster's Position(flip effects cannot be activated). While this card is face-up on the field, any monster on the field cannot change their Position(except by a card effect). MasterWorker Felicour LIGHT/7/Warrior/Effect/ATK2200/DEF2900 Effect: This monster cannot be Special Summoned. This card is unaffected by any Trap Cards. Once per turn, you can declare 1 Card- Type. Your opponent shows everyone of that Type of cards in their hand. Select 1 of those cards. The card is destroyed and your opponent takes 600 damage. [spoiler=The "Mad" series related Cards(7/50)]1. Fiendy Soul Sword Equip spell Effect: Tribute 1 monster you control to activate this card. The equipped monster gains 300ATK. If the equipped monster destroys a monster by battle and sends it to Graveyard and there is a monster on your opponent's side of the field, the equipped monster can attack once again in a row. When the equipped monster destroys a monster by battle, your opponent takes 300 damage. Dark Ha Des's Grip Quick-play spell Effect: Select 1 Fiend-type monster you control. Double that monster's original ATK until the End Phase. If the monster destroys a monster in battle this turn, destroy it at the end of Damage Step. Mad Whip Whipper DARK/4/Fiend/Effect/ATK1750/DEF500 Effect: If this monster destroys a monster in battle, select from your opponent's Graveyard 1 monster other than the destroyed monster and Special Summon it on your opponent's field in Attack Position and half the ATK of the Special Summoned monster. Mad Swordsman DARK/3/Fiend/Effect/ATK800/DEF300 Effect: This monster cannot be destroyed by battle while in Attack Position(damage calculatation is applied normally). Whenever this face-up monster battles a monster the opposing monster loses ATK equil to ATK of this card at the end of Damage Step until it's removed from the field. If the opposing monster's ATK goes to 0 by this effect, the monster is destroyed. 5. Mad Shield Guardna DARK/4/Fiend/Effect/ATK0/DEF3100 Effect: When this monster battles a monster, at the end of the Damage Step decrease this monster's DEF by 800. Tempress Shield Equip spell Effect: The equipped monster's controller takes no damage involving from the battling of the equipped monster. Destroy this card during your second Standby Phase from this card's activation. Arena of Crushing Battles Continuous trap Effect: When a monster is battling, the monster's controller can discard 1 card from their hand to half the Battle Damage. If there are no monsters on the field, this card is destroyed. [spoiler= [b]SET 2[/b](50/50)] [spoiler=The Random Cards(30/50)] 1. Hazy Mornings Continous spell Effect: During each of your Stanby Phase, add 2 Fog Counters on this card. If there are 6 or more Fog Counters on this card, destroy this card. Whenever a monster(s) is Special Summoned, place 1 Fog Counter from this card on each of those monsters. Boundering Obelisk of the Lightsworn Continous trap Effect: As long as this card is on the field, the maximun amount of cards that are discarded from Deck by the effect of "Lightsworn" monsters you control is 2. During each End Phase, remove 1 "Lightsworn" monster from your Graveyard from play. If not, this card is destroyed. Angel's Feather Wave Quick-play spell Effect: Activate when your opponent declares an direct attack while there are no monsters on your side of the field. Negate the attack and both players draw 1 card for each 1000ATK the attacking monster has. Afterwards, if the number of cards in player's hand is greater than the number of cards they drew by this effect, the player must discard the same amount of cards from their hand as they drew. Tag-Number's Settling Normal spell Effect: Select 1 face-up monster your opponent controls, then remove 1 monster from your Graveyard with equil Level as the selected monster. Until your 3rd End Phase, the opponent's monster's new owner is now you(cards are always sended to their owner's Graveyard). 5. Card of Complication Normal spell Activate only when you control no monsters. Draw 1 card and reveal it. If it's a Spell or Trap card, skip your next Main Phase 1. If it's a monster, activate an effect depending on the Attribute of the monster. +LIGHT: Draw 1 additional card. +DARK: Destroy 1 card on the field. +EARTH: All monsters are changed to face-up Defence Position and their Position cannot be changed until opponent's next End Phase. +WATER: Select 1 monster your opponent controls and return it back to it's owner's hand. +WIND: Special Summon 1 Level 4 monster from your hand. +FIRE: Your opponent reveal their hand. Select up to 2 monsters and your opponent must Special Summon them. Afterwards, Special Summon 1 monster from your Deck with equil to ot less the total Level of the Special Summoned monster(s). S/T Recycling Quick-play spell Effect: Chain this card to an activation of a Continous Spell or a Continous Trap Card. Add 1 Prize Counter on the card(whenever a card with Prize Counter is removed from the field, you draw 1 card. if the card is destroyed by card's effect, draw 2 cards instead) Wicked Wishing Bond Normal trap Effect: Activate only during your turn. Tribute 1 monster you control. During your End Phase, select 1 Spell Card from your Deck or Graveyard and put it to your hand. Spear and Web Normal spell Effect: This turn, when a Warrior-, Beast- or Beast-Warrior type monster attacks a monster the attacking monster gains 600ATK and the attack target monster can be changed to Defence Position. Guardna LIGHT/3/Spellcaster/Effect/ATK500/DEF600 Effect: Pay 900 Life Points to Special Summon this monster in Attack Position. Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your Level 5 or higher monster as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, by tributing this card you can negate an effect that targets the equipped monster and destroy the card.(1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to would be destroyed in battle, this card is destroyed instead.) 10. Chaotic Screams of Battle Normal trap Effect: Activate when you take Battle Damage. Lower the ATK of the monster that caused the damage by the amount of damage you took. Draw 1 card. Blast of Anger Normal trap Effect: Activate when a moster you control is destroyed by battle. Select 1 face-up Attack Position monster you control. That monster gains ATK equil to the original ATK of the monster that was destroyed until the end of next battle and must attack during this Battle Phase. Prayer Mantis - Salego EARTH/5/Plant/Effect/ATK1600/DEF2000 Effect: During each of your Stanby Phases, if this card is in face-up Defence Position activate 1 of these following effects: +Send 3 top cards of your Deck to Graveyard and gain 1000 Life Points. +Discard 1 card from your hand and increase your Life Points and you gain 1000 Life Points. +Tribute 1 card you control and gain 1000 Life Points. Weed Rush Normal spell Effect: Select 1 Plant-Type monster you control. If that monster is destroyed in battle this turn, Special Summon 2 "Weed Tokens" (WATER/1/Plant-Type/ATK1200/DEF600) on your opponent side of the field in Defence Position. The Tokens cannot be tributed for a Tribute Summon. Spikewine Lotus EARTH/4/Plant/Effect/ATK1800/DEF900 Effect: This monster can only be Summoned while there is "Black Garden" on the field. If this card is Normal or Special Summoned it gains the following effects: This monster can attack your opponent directly. When this monster successfully attacks your opponent's directly, select 1 Plant-Type Defence Position monster your opponent controls. Change it to Attack Position. 15. Path of Summoning #1 Normal trap Effect: Activate only during your turn by selecting 1 level 5 or higher face-up monster you control that can be Normal Summoned. Send the monster back to your hand. Afterwards, Normal Summon it on your field(it's treated as a additional Normal Summoning). Path of Summoning #2 Normal spell Effect: Special Summon 1 "Tribute Token"(LIGHT/1/Fairy-Type/ATK0/DEF0) on your side of the field in Defence Position. When you are going to tribute monster(s) for a Summoning requirement of a monster's Special Summoning, this Token can be sacrificed, ignoring any Tributing requirement. The Token is destroyed during the End Phase. Path of Summoning #3 Normal spell Effect: Special Summon from your Graveyard 1 level 3 or below Tuner monster. The monster can't be tributed for a Tribute Summoning. Spell Booster Normal trap Effect: Discard 1 card from your hand. Activate 1 Normal Spell Card from your hand. Any effects, that would destroy cards on the field by it's effect are negated. Unfair Play Normal trap Effect: Remove the top card of your opponent's Deck from play. Draw 1 card. You take 700 damage during next End Phase. 20. Planned Destruction ~ Trap Inside Normal trap Effect: Activate when a monster your opponent controls destroys a monster by battle. The 5 top cards of your opponent's Deck are send to Graveyard. For each monster send to Graveyard inflict 300 damage to opponent. Rock Skinned Magician EARTH/3/Rock/Effect/ATK900/DEF1300 Effect: When this monster is Special Summoned, change this card to Attack Position. When this card is changed from Defence Position to Attack Position, inflict damage equil to this card's original ATK to opponent. Moon Blade Cliffsoldier LIGHT/4/Rock/Effect/ATK1600/DEF600 Effect: Once per turn, you can select 1 Rock-Type monster from your Deck and send it to Graveyard to rise this monster's ATK by 400 until your opponent's next End Phase. When this monster is destroyed and send to Graveyard, your opponent takes this damage equil to this monster's original DEF. Tactical Hiding Rockbomb Assassin EARTH/3/Rock/Effect/ATK1100/DEF1700 Effect: Where there resists another Rock-Type monster on your side of the field, this monster cannot be attacked. Once per turn, by removing 1 Rock-Type monster from your Graveyard from play, inflict 500 damage to opponent. Stone Collapse Activate when a Rock-Type monster you control is destroyed. Special Summon 1 Level 4 or below Rock-Type monster from your Deck. Stalactite Cave Field spell Effect: When a Rock-Type monster is Special Summoned, inflict 400 damage to opponent. By sending 1 Rock-Type monster from your Deck to Graveyard, this turn, your opponent cannot activate any Spell, Trap or Monster effects during the Battle Phase. 25. Delta Wave Cannon Continous trap Effect: If this card is on the field and there are more than 1 card in your deck, this card is destroyed. Once per turn, destroy all cards your opponent controls from the selected Card Zones: +Monster Card Zones OR +Spell and Trap Card Zones Fallen Paradise Fiend spell Effect: As long as this card is face-up on the field you cannot Normal Summon or Set monsters. You can activate only 1 Spell or Trap card per turn. During each of your Stanby Phases draw 2 cards. You cannot activate other Field Spell Cards while this card is on the field. Ancestor Magician, Merlirox LIGHT/9/Spellcaster/Effect/ATK3100/DEF2200 Effect: This monster cannot be Normal Summoned or Set. This monster can only be Special Summoned by tributing 3 Spellcaster-Type monsters you control. Once per turn, you can negate a Spell, Trap or Monster effect's activation that target's a Spellcaster-Type monster and destroy the card. Heavy Barrier of the Big Guardna Continous trap Effect: This card's effect can be only activated when there are 2 or more monsters on your side of the field. Once per turn, you can negate an attack by your opponent's monster or negate an effect of a card that would target and destroy monster(s) you control. Magical Dark Man's Mirror Normal spell Effect: Select 1 Spellcaster-Type monster on the field. Special Summon a "Magician Token"(DARK/?/Spellcaster-Type/ATK?/DEF0) on your field. The Token has the original ATK and Level of the monster. This token cannot attack or be tributed except for a Spellcaster-Type monster. 30. Crydalion, the King of the Otherworld LIGHT/8/Fairy/Fusion/Effect/ATK800/DEF800 Effect: [4x Level 2 or lower monsters] This monster cannot be Special Summoned except by Fusion Summon. When this card is Summoned to the field, discard your entire hand to Graveyard and draw until you have 6 cards in your hand. Every monster you draw by this effect is removed from play and this monster's ATK and DEF are increased by 800 x removed monster. For every monster that is removed by this effect, this monster gains 1 Shine Counter. When a Spell or Trap Card is activated remove 1 Shine Counter from this card and negate the activation of that card and destroy it. [spoiler=The "Worker" series related Cards(12/50)] 1. Little Worker Helper, Srip LIGHT/3/Warrior/Effect/ATK300/DEF300 Effect: This monster can be Special Summoned while you control atleast 1 "Worker" monster. Once per turn, you can select 1 Effect Monster in your hand and send it to Graveyard. This monster gains the name and the effects and ATK of the discarded monster until the End Phase. The Hard Worker - Grantz EARTH/7/Warrior/Effect/ATK2800/DEF1500 Effect: This monster can be Special Summoned while you control 2 or more "Worker" monsters. Once per turn, you can destroy 1 face-up monster your opponent controls with equil or less ATK than this card. Until your next Stanby Phase, this monster's ATK is decreased equil to the destroyed monsters ATK. Grantz's Coming!! Normal spell Effect: Activate only when you control 2 or more "Worker" monsters. Special Summon 1 "The Hard Worker - Grantz" from your Deck or Graveyard. Miss Shooting Counter trap Effect: Pay 500 Life Points when your opponent declares an attack on a monster you control. Select the attack target among your opponent's monsters and increase the ATK of the attacking monster by 700 until the End Phase. 5. MasterTools Equip spell Effect: Equip this card to a "Worker" monster you control. The equipped monster's ATK is increased by 1000. During each your End Phases, if the equipped monster's ATK is higher than 1000, you can pay 1000 Life Points. If not, this card is destroyed. If this card is destroyed and send to Graveyard by other effect than it's own, Special Summon 1 Level 4 "Worker" monster from your Deck. Pay Day - Prize of a Worker Normal spell Effect: Activate only when you control a monster with "MasterWorker" in it's name. Draw 2 cards. Reworded Effort Counter trap Effect: Activate only when a monster with "MasterWorker" in it's name you control would be destroyed by your opponent card's effect or as a result of battle. Negate the activation of the card or the attack of the monster and destroy it. Afterwards, both players draw 1 card. Change of the Master Plan Normal spell Effect: Activate only during your Main Phase 2, when there is a monster with "MasterWorker" in it's name in your Graveyard. Special Summon 1 monster that has "MasterWorker" in it's name from your hand, ignoring any Summoning conditions. Hole in the Line Continous spell Effect: During each of your End Phases, inflict 200 damage x number of monsters you control to your opponent and take 200 damage x a unoccupied Monster Card Zone you have on the field. 10. For the Faster Good Normal spell Effect: Remove 1 card in your hand from play. Special Summon 1 Level 4 or below "Worker" monster from your Graveyard. Then, Special Summon 1 monster from your hadn with a same name as the Special Summoned monster. Worker Pazzo - the Painter LIGHT/4/Warrior/Effect/ATK1600/DEF1300 Effect: When this card is Special Summoned, declare 1 unoccupied Monster Card Zone on your side of the field occupied until this card is removed from the field and destroy 1 card your opponent controls. Caught of Resting Quick-play spell Effect: Activate when a Attack Position monster on the field is changed to Defence Position. Destroy the monster and draw 1 card. If it's your Battle Phase, end it. If it's not, your next Battle Phase is skipped. [spoiler=The "Hexagon" series related Cards(2/50)] 1. HEX - Fusion Normal spell Effect: Select from your Fusion Deck 1 Fusion Monster with "Hexagon" in it's name. Move from your field and Graveyard the Fusion Material Monsters listed on the card, back to your Deck and Special Summon the Fusion Monster(this special summoning is treated as a fusion summon). Afterwards, shuffle your Deck. Special Summon Normal spell Effect: Pay 1000 Life Points. Special Summon 1 Level 5 or below monster from your Graveyard, ignoring any Summoning conditions(excluding Ritual and Fusion Monsters). [spoiler=The "Mad" series related Cards(5/50)] 1. Mad King DARK/4/Fiend/Effect/ATK1800/DEF800 Effect: When this monster is Normal Summoned or Special Summoned, you can Special Summon a Level 4 or below DARK monster from your hand. The Special Summoned monsters ATK is reduced to 0. Mad Brample DARK/2/Fiend/Effect/ATK1000/DEF600 Effect: Once per turn, you can select 1 face-up monster your opponent controls. The monster's ATK and DEF is reduced by 100 x the combined Level of all "Mad" monsters you control until the End Phase. This monster gains ATK equil to ATK your opponent's monster losed by this effect, until the End Phase. Mad Synchron DARK/1/Fiend/Tuner/ATK300/DEF0 Effect: When this monster is Special Summoned, you can remove 1 monster from your Graveyard. Special Summon from your Deck 1 "Mad" monster that has equil or less Levels as the removed monster. The Special Summoned monster cannot attack this turn. Mad Fierce Paladin DARK/5/Fiend/Effect/ATK2300/DEF1900 Effect: If this monster is destroyed by battle and send to Graveyard, you can tribute 1 "Mad" monster you control. Special Summon this monster from your Graveyard. The Battle Damage this monster inflicts is always the original Battle Damage +300. 5. Crazy-Gone Seraphin Machine Continous spell Effect: When your opponent's monster(s) ATK is reduced by a monster effect other than it's own, your opponent must Special Summon a monster from their Deck, that has ATK equil or less ATK than the difference between the original ATK and the current ATK of the monster in Attack Position and your opponent takes 300 damage. [spoiler= [b]SET 3[/b](23/50)] [spoiler= Mad-series related cards(5/50)] 1. Mad Dread Dragon DARK/8/Dragon/Synchro/Effect/ATK2800/DEF1900 Effect: 1 Tuner + 1 or more non-Tuner monstersWhen this monster is destroyed, select 1 face-up monster on the field. The selected monster's ATK is reduced by 2800. If a monster's ATK is reduced to 0 by this effect, destroy the monster and inflict damage to your opponent's Life Points equil to the destroyed monster's ATK. Mad Dimension Missile Normal spell Effect: Destroy 1 monster you control and inflict damage to your opponent equil to halv of the original ATK of the destroyed monster. Dread Dragon's Loading Normal spell Effect: You can only activate this card when the only monsters you control are 3 or more face-up monsters with "Mad" in their name. Reduce the ATK and DEF of all "Mad" monsters you control to 0. Draw 3 cards. You cannot Normal Summon or Set monsters during this turn after this card's activation. 20. Mad Sniper DARK/1/Fiend/Effect/ATK500/DEF0 Effect: If your opponent controls monster(s), this card can attack directly. This effect cannot be used if opponent's Life Points would go to 0 by this attack. When this card successfully inflicts Battle Damage you can remove this card from play and Special Summon 1 Level 4 or below "Mad" monster from your Deck in Attack Position and halv it's ATK. The Special Summoned monster cannot attack on any monsters. Divine Mad Commander DARK/5/Fiend/Effect/ATK2400/DEF1300 Effect: 1 Tuner + "Mad King"Once per turn, when your opponent Summons a monster(s), you can make the ATK of those monsters to 0 until the End Phase. [spoiler= Random cards (15/50)] 1. Anti-Tuning Normal spell Effect: Select 1 Tuner monster you control. That monster is treated as a non-Tuner monster. Discard 1 random card from your opponent's hand. Energy Absorbing Machine PR-66 LIGHT/7/Machine/Effect/ATK?/DEF0 Effect: This card cannot be Special Summoned. This cards original ATK is 100ATK x each card in each player's hand, 200ATK x for each face-up monster on the field and 300ATK x each face-up Spell and Trap Card on the field. Depending on the ATK of this card it has a following effect:1000+ All effects of all face-up monsters on the field(except this card) are negated. 2000+ Players cannot activate face-down Spell or Trap Cards during their turn. 3000+ Players cannot add cards to their hand(excluding normal draw) or discard cards from their hand as long as this card is face-up on the field. Synchro Devourer WATER/3/Aqua/Effect/ATK1600/DEF600 Effect: When your opponent Synchro Summons a Synchro Monster you can tribute this card to send the Summoned Synchro Monster back to Extra Deck, and inflict damage to your opponent equil to half of the ATK of the monster. Destructormation Normal trap Effect: Activate during Stanby Phase. This turn, if monster(s) is send from the field to Graveyard, it's treaded as the monster(s) being destroyed instead. Falling Towers Continous trap Effect: Destroy this card during the End Phase. Whenever monster(s) is destroyed, place 1 Spell Counter on this card(max. 3). When this card is send to Graveyard inflict 500 damage to your opponent for every Spell Counter that were on it. 10. Dimension Rider LIGHT/4/Warrior/Effect/ATK900/DEF1400 Effect: When this monster is Normal Summoned, Special Summon 1 "D.D. Chariot" from your hand or Deck in Attack Position. This card's controller takes no damage from monster battling of this card. D.D. Chariot DARK/2/Machine/Union/ATK500/DEF500 Effect: Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Dimensional Rider" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to "Dimensional Rider", that monster's ATK is increased by 1000. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed in battle, this card is destroyed instead.) During the Stanby Phase of your turn while this card is equipped to a monster, you can remove 1 Spell, Trap and Monster Card you control and draw 2 cards. Chain Fairy EARTH/1/Fairy/Tuner/ATK200/DEF500 Effect: When this card is used for a Synchro Summon, this card's level is treated as 0. When this card is used for a Synchro Summon, select 1 Equip Spell Card or 1 Continous Spell Card from your Deck, reveal it and add it to your hand. It cannot be activated this turn. Chain Rhinoceros EARTH/6/Warrior/Effect/ATK2300/DEF1900 Effect: This monster can be Special Summoned by removing "Chain" monster(s) in your Graveyard from play whose level is equil to or more than 6. When this card inflicts Battle Damage to opponent, you can select 1 "Chain" monster that is removed from play and place it into your Graveyard. Send top cards of your opponent's deck to Graveyard equil to the Level of the monster send to Graveyard by this effect. Exploder Chain Equip spell Effect: Send 1 "Chain" monster from your Deck into your Graveyard to activate. When the equipped monster attacks a Defence Position monster and it's ATK is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If the equipped monster would be destroyed by battle, destroy this card instead and send the 3 top cards from your opponent's Deck to Graveyard. 15. Battle God - Minotaur EARTH/4/Beast-Warrior/Effect/ATK1000/DEF600 Effect: You can pay 1000 lifepoints to Special Summon this card. Only 1 "Battle God - Minotaur" can attack per turn. For every "Battle God - Minotaur" you control, during Battle Phase only, this monster gains 1000 ATK. Battle God - Tartaruga Continous trap Effect: Pay 800 Life Points to activate this card. After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card(Beast-Type/LIGHT/Effect/Level 4/ATK0/DEF4000). This card cannot be destroyed in battle and any damage done by this card's battling is 0. If this card battles a monster, decrease this card's DEF by equil the ATK of the monster this monster battled. If this card's DEF is reduced to 0 by this effect, destroy this card. Opponent cannot select any other attack target than this card. Only 1 "Battle God - Tartaruga" can be controlled per player.(This card is still treated as a Trap Card.) Battle God - Galinha Continous spell Effect: Pay 500 lifepoints to activate while you control a face-up "Battle God" card. Once per turn, for every "Battle God" card in your Graveyard, you gain 300 Life Points. This card is destroyed during your third Stanby Phase from this card's activation. Only 1 "Battle God - Galinha" can be controlled per player. Ojama Orange LIGHT/2/Beast/Effect/ATK0/DEF1000 Effect: Discard this card to make the Battle Damage from "Ojama" monster battling or direct attack reduced to 0. If this card is send to Graveyard by this effect, during your next Stanby Phase add 1 "Ojama" card from your Graveyard to your hand, except "Ojama Orange". Drawing for Living Normal spell Effect: Send 3 monsters with the same name from your hand to Graveyard. Draw cards until you have 5 cards in your hand. [spoiler= Worker-series related cards(1/50)] 1. Attack Order Normal spell Effect: Activate only when all monsters your opponent controls are in Defence Position and all your monsters are in Attack Position. All your opponent monsters are changed to Attack Position(flip effects are activated). During your End Phase, all monsters on you control are changed to face-up Defence Position. [spoiler= Hexagon-series related cards(2/50)] Hexagon's Power Potion Normal Trap Effect: Activate by selecting a "Hexagon Warrior" monster or a Fusion Monster with a "Hexagon Warrior" Fusion Material Monster you control. The monster cannot be destroyed during this turn. During the End Phase, send 1 monster with the same name as the selected monster from your Deck to Graveyard. If you chose a Fusion Monster, send 1 Fusion Material Monster listed on the card from your Deck to Graveyard. Energy Charging Mirror Continous Spell Effect: When a monster is Normal Summoned or Flip Summoned, the controller of the monster must send 1 monster with the same name from their Deck to Graveyard and select 1 following effect:+The Summoned monster gains 600 ATK+The player gains 600 Life Points If not, the player takes 600 damage. Link to comment
RyanAtlus Posted January 31, 2009 Report Share Posted January 31, 2009 Hmmm...They're quite good! Keep 'em coming! 8/10 Link to comment
Hyyppa Posted February 2, 2009 Author Report Share Posted February 2, 2009 Hello once again from me, Hyyppa.Damn, I just could be enough patient and wait till next week... The OCG is being fixed from the cards but still IF YOU DO find errors, tell me.Wish you'll like these whole new 50 piles of texts. Good reading moments^^ Link to comment
Hyyppa Posted March 9, 2009 Author Report Share Posted March 9, 2009 Hello to all for a long time and welcome to read the 3rd set I have began to asseble. **Please take a seat and be sure to have ten minutes of peace so you can(atleast try to) enjoy and check out the newest(isn't that a word?) cards that Hyyppa has gave as a chance to look(now this started to sound like a prayer)** But anyway, plz, take a look and "enjoy the tour" Comment and argue Link to comment
Hyyppa Posted June 30, 2009 Author Report Share Posted June 30, 2009 Bumb or what was it :D After a break I made some new cards and more is coming. Plz, let me hear your advises. OCG errors or any others. Link to comment
EnkoMaun Posted June 30, 2009 Report Share Posted June 30, 2009 ermm, dude, i have a mad series. Even though it's fail. http://forum.yugiohcardmaker.net/thread-131065.html Link to comment
-Griffin Posted June 30, 2009 Report Share Posted June 30, 2009 This seems slightly necrobumped O.o Link to comment
Hyyppa Posted June 30, 2009 Author Report Share Posted June 30, 2009 Well that's new, but I promise these are all cards I created a long ime ago before even posting or registered in this forum(expecially the cards in the first two sets) =D Also IF it has any point since I have no clue when you created your cards, but please notice that this topic and my first Mad-series cards were written here on 30.1.2009 and your topic seems to be made on 26.6.2009 so it could be said I did these first but honestly I think it's been just a coincidense, since when you think of it, there are thousands of cards here(if not even tens of thousands) and it's not actually impossible for 2 different people to invent 2 same archetypes. Plz, answer because I would like to know what you think. I don't wanna have a feeling someone thinks I have copied his cards. For Griffin999(after checking what "necrobumping" was) Yes I do know there hasn't been a single comment in this topic(Why!!, why won't people comment xD) for a long while and I haven't made any updates of my own, but that's because I have been in a little rest from playing this game, run out of ideas about cards and school was also one reason. Now it's summer holiday, and I got time and new ideas, and started to come here more often. Also when I get new ideas and new cards I don't think it's clever to make a whole new topic when you can just put everything in one and sense I want to others to see my new cards, I kind of "have to" necrobump a little. I do spend my time on other forums too and know that I should not post in some ancient topics, but I think this isn't so bad to update own card topic what you know your gonna use/update later? Link to comment
EnkoMaun Posted June 30, 2009 Report Share Posted June 30, 2009 I'm not blaming you for 'em, you did a better job than I did XD Link to comment
Hyyppa Posted June 30, 2009 Author Report Share Posted June 30, 2009 Thanks =D They are one of my favorites. Your card's weren't so bad either but they seemed a bit older YGO style, sense the effects weren't all so great but still kind of playable. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.