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Sunshine Jesse

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Activate this card only when you would lose a duel. This card can be activated from your hand during either players turn. Delay your opponent's victory until your next end phase and select one of the following effects.

*Send your entire hand to the graveyard and draw three cards.

*Draw six cards. If you would win the duel, it instead results in a draw.

 

 

 

 

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Pay half of your life points to activate this card. Whenever the equipped monster battles a monster, negate the effects of all cards on your opponent's side of the field, destroy that monster without performing damage calculation, and inflict damage to your opponent equal to the ATK of the destroyed monster. When this card is removed from the field, destroy all cards in your hand and on your side of the field.

 

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Activate only if "Infinity Circuit" is on the field. Inflict 2500 points of damage to your opponent's Life Points. You cannot conduct your battle phase on the turn you activate this card. During the end phase of this turn in which this effect was activated, destroy "Infinity Circuit".

 

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Send one "Infinity Circuit" from your side of the field to the Graveyard. Destroy all cards on your opponent's side of the field, and both players take damage equal to the ATK of the equipped monster. After the effect of "Infinity Circuit" resolves, select one level 4 or lower monster from your Graveyard and special summon it. You cannot enter your battle phase this turn. The activation and effect of this card cannot be negated, and this card cannot be chained to.

 

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This card cannot be Normal Summoned or Set except by Tributing 3 monsters. This card's Summon cannot be negated. When this card is Normal Summoned, the effects of Spell, Trap, and Effect Monsters cannot be activated. The ATK of this card is equal to it's level x 500. When this card could be affected by a card effect other then its own, you can decrease the level of this card by 2 in order to negate any effect that card would have on this one. Every Standby Phase, increase the level of this card by 2. When this card is special summoned, it is destroyed during the End Phase.

 

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In order to activate this card, you must remove from play every monster in your hand, field, and Graveyard aside from "Earthbound God" monsters. As long as this card remains face-up on the field, "Earthbound God" monsters are unaffected by the effects of Spell and Trap cards, except this one, and negate their effects that would prevent more then one from being on the field. When this card would be affected by a card effect, you can remove one "Earthbound God" monster on your side of the field from play until the End Phase in order to negate the effect of that card and destroy it. The effect and activation of this card cannot be negated.

 

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These cards are trippy and cool looking.

 

Now for correct OCG:

 

Decisive Draw:

 

Activate this card only when you would lose a duel. This card can be activated from your hand during either players turn. Delay your opponent's victory until your next End Phase and select one of the following effects.

*Send your entire hand to the graveyard and draw 3 cards.

*Draw 6 cards. If you would win the duel, it instead results in a draw.

 

Infinity Circuit:

 

Pay half of your Life Points to activate this card. Whenever the equipped monster battles a monster, negate the effects of all cards on your opponent's side of the field, destroy that monster without Damage Calculation, and inflict damage to your opponent equal to the ATK of the destroyed monster. When the equipped monster attacks a player directly, you can halve your opponent's lifepoints instead of inflicting Battle Damage. When the equipped monster is destroyed, destroy all cards in your hand and on your side of the field.

 

Infinity Firestorm:

 

Activate only if "Infinity Circuit" is destroyed. Destroy all cards on the field. If "Infinity Circuit" was destroyed by its own effect, both players discard their entire hand. Inflict 500 points of damage to each player for every card destroyed.

 

Infinity Circuit Overload:

 

Send one "Infinity Circuit" from your side of the field to the Graveyard. Double your current Life Points and destroy all cards on your opponent's side of the field. The activation and effect of this card cannot be negated, and this card cannot be chained to.

 

Infinity Circuit and Infinity Circuit Overload are both ridiculously overpowered. And no, counterability does not balance a card in any way. Especially here. Infinity Circuit breaks game mechanics in an unbalanced way. Infinity Circuit Overload is basically a much more playable Short Circuit / Ojama Delta Hurricane / Des Croaking that cannot be stopped and gives a nice Life Point bonus. The cost doesn't balance this at all.

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  • 3 weeks later...

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