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Support for various decks


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[spoiler=Mill and Field Spell support]

Vampire Manor

Field Spell

When a card in either player's deck is sent to the Graveyard by an effect you control, send cards from the top of your opponent's Deck to the Graveyard equal to 5 divided by the number of cards sent to the Graveyard rounded up. When a card in either player's Deck is sent to the Graveyard by a card effect your opponent controls, then send a number of cards from the top or bottom of your opponent's Deck equal to the number of cards sent to the Graveyard by your opponent's effect that had sent cards from the Deck or the Graveyard. Negate the effects of cards sent to the Graveyard.

 

Battle Dummy

0/0

Level 1

DARK Attribute

Zombie/Effect

You can Special Summon this monster to your opponent's side of the field. Battle Damage during a battle involving this card becomes 1. This card cannot be destroyed as a result of battle. When a monster attacks this card, it can attack this card only 2 more times. When a monster attacks this card, your opponent can make the attack a direct attack instead.

 

Soul Mill Tower

Continuous Spell

This card is treated as a Field Spell while inside your Deck or Graveyard. When a card is sent from your opponent's Deck to the Graveyard by a card effect your opponent controls, send a number of cards from the top or bottom of your opponent's Deck equal to half of the number of cards sent to the Graveyard by your opponent's effect that had sent cards from the Deck or the Graveyard.

 

Phantom Mill Tower

Continuous Spell

This card is treated as a Field Spell while inside your Deck or Graveyard. Then a card is added from either player's Deck to either player's hand other than during the Draw Phase, discard all cards added to his or her hand. When a card is added from either player's Graveyard to either player's hand, both players discard all cards. If you discarded more cards to the Graveyard by this card's effect than your opponent, draw 1 card.

 

Anti-Ground God Giant Horn

2970/1980

Level 7

EARTH Attribute

Rock/Effect

When a Field Spell is on the field, you can negate the effects of cards hat destroy cards. Once each turn, you can destroy 1 card on the field.

 

Anti-Air Armored Analysis Horn

2720/2430

Level 7

WIND Attribute

Rock/Effect

When a Field Spell is on the field, you can negate the effects of cards that add cards to the hand. Once per turn, you can discard 1 random cards from your opponent's hand. If exactly 1 card was discarded from your opponent's hand during your previous turn, discard 2 cards instead.

 

Anti-Sea Slash Sea Serpent

2540/3180

Level 7

WATER Attribute

Rock/Effect

When a Field Spell is on the field, you can negate the effects of cards that interact with the Graveyard. Once during your opponent's turn, you can negate the effects of all face-up cards on your opponent's side of the field. If this card is destroyed as a result of battle, select 1 Level 7 monster in your Deck and add it to your hand or draw 1 card.

 

(You might want to look at the initials of the 3 previous cards.)

 

Terra Formation God Giant

3230/3110

Level 9

EARTH Attribute

Rock/Effect

If this card was Tribute Summoned by Tributing monsters with 2000 ATK or more, you can make this card's ATK become the total ATK of the Tributed monsters - 565. Twice per turn, you can add 1 Field Spell from your Deck or Graveyard to your hand. When a Field Spell is on the field, you can negate the effects or costs of cards that negate the effects of cards, change battle positions, or switch control of monsters. The previous effect cannot be negated by any other card.

 

The Envoy of Battlefield - Riku

1900/400

Level 4

EARTH Attribute

Warrior/Effect

You can discard this card from your hand to add 1 Field Spell from your Deck to your hand or Graveyard. You can remove this card from play to add 1 Field Spell from your Deck or hand and/or place 1 "The Envoy of Battlefield - Riku" on the top of your Deck. As long as this card is on the field, Field Spells cannot be destroyed. Once per turn, you can tribute this card to Special Summon 1 Level 7 monster from your hand or add 1 Level 7 monster form your Deck to your hand.

 

[spoiler=Burn, Costs, and Continuous Cards]

Burn Torture

Continuous Spell

When Effect Damage is inflicted to your opponent's Life Points, inflict 1000 damage to your opponent's Life Points + 400 for every FIRE monster on the field. This card's effect s not appiled to cards that inflict Effect Damage as a result of a card inflicting Effect Damage. This card cannot be destroyed during the first 3 turns after this card's activation.

 

Burn Clock of Destruction

Continuous Spell

When Effect Dmage is inflicted to your opponent's Life Points, place counters on this card (of any type) equal to the amount of damage inflicted divided by 100. You can remove 10 counters form this card to draw 1 card. This card cannot be destroyed during the first 3 turns after this card's activation.

 

Cheat Revelation

Quick-Play Spell

Activate only when you pay Life Point costs for an effect. Draw cards equal to the number of Life Points paid divided by 1000 rounded down.

 

"You...you...RIPOFF ARTIST! I'm taking my money back!"

 

Spiral Revolt

Quick-Play Spell

You lose 500 Life Points. As long as this card is in the Graveyad, costs of a card are also treated as the effect of that card.

 

Recharging Money

Continuous Spell

When a cost is paid, place 1 counter on this card. You can remove 3 counters from this card to draw 1 card.

 

Armory Insect: Pillbug Shield

400/?

Level 4

EARTH Attribute

Insect/Effect

When this card is Summoned, place 2 counters of any type on any card that you can put a counter on. This card's DEF is equal to its Level x 500. When this card is attacked, this card's Level becomes the Level of the attacking monster until the end of your next turn. As long as this card is on the field, Continuous Spell and Trap cards cannot be destroyed 2 turns after they are Set/activated.

 

Armory Insect: Rhino Bettle Horn

1800/1230

Level 4

EARTH Attribute

Insect/Effect

When a Continuous Spell or Trap Card you control is destroyed by an opponent's card effect, you can Special SUmmon this card from your hand, and increase this card's ATK by 200 for each one. When this card's ATK increase in this way, this card cannot be destroyed by effects for the next 2 turns.

 

Armory Insect: Butterfly Shot

1700/0

Level 4

WIND Attribute

Insect/Effect

Once per turn, you can place 1 Drone Counter on every Spell or Trap Card on your side of the field, including Set ones. When a Spell or Trap card with Drone Counters on it is destroyed, gain 600 Life Points for every Drone COunter on the destroyed card.

 

Armory Insect: Snail Shell

200/?

Level 6

EARTH Attribute

Insect/Effect

During the

When this card is Summoned, place 2 counters of any type on any card that you can put a counter on. This card's DEF is equal to its Level x 400. When this card is attacked, this card's Level becomes the Level of the attacking monster until the end of your next turn. Aside from your original Normal Summon, you can Normal Summon 1 "Drone" monster from your hand.

 

 

[spoiler=Chain Links]

Waterchain Drake

1350/950

Level 4

WATER Attribute

Dragon/Effect

This card is treated as a Normal Monster instead of an Effect Monster. When a Chain happens, draw 1 card. When an effect activates that lets a player draw a card, you can negate the effect and remove 1 card in either player's Graveyard from play. When an effect activates that would remove a card(s) from play, you can shuffle the cards about to be removed from play to the opponent's Deck instead. (If the cards added to your opponent's Deck are cards you own, then place them into the Deck face-up.) When a Normal Monster inflicts Battle Damage as a result of battle, you can draw 1 card.

 

Waterchain Maiden

0/2400

Level 4

WATER Attribute

Spellcaster/Effect

During your Standby Phase, if this card is in Attack Position, increase this card's ATK by 1000. If a Chain goes up to a certain Chain Link, you can activate one of these effects:

  • Chain Link 2: Destroy 1 Spell or Trap Card on the field.
  • Chain Link 3: Destroy 1 monster on the field.
  • Chain Link 4: Destroy 1 card on the field.
  • Chain Link 5: Destroy all cards on the field, except this card.

 

Waterchain

Normal Trap

Add 1 "Waterchain" from your Deck or Graveyard to your hand if possible. If this card is in your Graveyard, you can add it to your hand.

 

Waterchain Strike

Normal Trap

Activate only when the effects of 3 "Waterchains" are in the same Chain Link. Destroy 1 card on the field.

 

Waterchain Temple

Continuous Spell

As long as this card is on the field, you can activate Trap Cards from your hand or during the turn they are Set. When you activate a Trap Card in this way, place 1 counter on this card. When this card has 5 counters on it, you cannot activate Trap Cards from your hand or during the turn you Set it. During the End Phase, remove all counters from this card. When a Chain activates, increase the ATK of all WATER monsters by 200 x the highest Chain Link number, OR destroy 1 card on the field if the highest Chain Link number is 3 or more.

 

 

Link to comment

Hm. Seems like I forgot to comment.

 

Vampire Manor:

I'd run this in my Earthbound God deck. Turns Foolish into an excellent mill-machine, and works great against LS.

OCG fix: Remove a "then" from the middle of the second sentence.

 

Battle Dummy:

Ooh, I see annoying damage calculations here. Still, I don't see the purpose since your opponent actually has a choice to skip past it and attack directly.

 

Mill Towers:

Searchable with Terraforming, I like. :D

I think they could be worded differently; the current ones are a bit hard to understand.

 

Anti-Cards:

Good support. And I didn't get the initials. (AGGGH, AAAAH, ASSSS?)

 

Terra Giant & Riku:

Excellent searchers.

 

 

Overall, I love them.

Link to comment

Hm. Seems like I forgot to comment.

 

Vampire Manor:

I'd run this in my Earthbound God deck. Turns Foolish into an excellent mill-machine' date=' and works great against LS.

OCG fix: Remove a "then" from the middle of the second sentence.

 

Battle Dummy:

Ooh, I see annoying damage calculations here. Still, I don't see the purpose since your opponent actually has a choice to skip past it and attack directly.

 

Mill Towers:

Searchable with Terraforming, I like. :D

I think they could be worded differently; the current ones are a bit hard to understand.

 

Anti-Cards:

Good support. And I didn't get the initials. (AGGGH, AAAAH, ASSSS?)

 

Terra Giant & Riku:

Excellent searchers.

 

 

Overall, I love them.

[/quote']

 

AGGGH! AAAAH! You ASSSS!

 

New cards added right after this post.

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  • 2 weeks later...

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