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Black D'Sceptyr

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Everything posted by Black D'Sceptyr

  1. LIGHT/Warrior-Type Link Effect Monster/Link-5/2500 ATK Arrows: Bottom Left/Bottom/Bottom Right/Right/Upper Right Lore: 2+ monsters You can also Special Summon this card (from your Extra Deck) by using 3 monsters in a column where all of those zones are occupied, or by Tributing 4 monsters you control and using 1 monster in either Main Monster Zone, as the entire material. Unaffected by the effects of cards that are not in this card's column. Once per turn, during the End Phase (Quick Effect): You can destroy all cards in 1 column, then if you destroyed 5 cards this way, you win th
  2. Eat your heart out, Agatha Christie. Continuous Trap Card Lore: You can only control 1 "And Then There Were Five". For each player, the first time they do each of the following per turn, destroy 1 card on the field. ● Summon a monster from their Extra Deck 5 times. ● Add a card from their Deck to their hand 5 times. ● Inflict 500 or more damage to their opponent 5 times. ● Banish a card(s) 5 times. ● Resolve the effect of a card that was activated in their GY 5 times. Story's below, and a happy Hallow's Eve to all - especially those with a bette
  3. Was wondering that myself, but then I thought of the traditional path that Zombies had to this without Zombie World. And most of them usually involve the use of Plaguespreader or Uni-Zombie/Gozuki, which eventually leads to Zombie Summon locks. By nature of what it is - and keeping the Halqifibrax cheese combos away - this might be... okay? I don't know. I mean this card's ATK will be hefty in the early going - Accesscode could get you far, but the ways to this, then Accesscode, provide some balance. For all their vaunted short-hop combos, Zombies don't have much that don't Type-lo
  4. ʄօʀ ȶɦɨֆ ռɨɢɦȶ օʄ ʄʀɨɢɦȶ, ɨ ƈǟʟʟ ȶօ ȶɦɛ ʍօօռ - աɦօֆɛ ƈɦǟʟӄ-աɦɨȶɛ ʄǟƈǟɖɛ աɨʟʟ ɮɛ քǟɨռȶɛɖ ǟռɛա. աɛ ɦǟʋɛ աǟɨȶɛɖ, աɛ ʟǟɮօʀɛɖ, ǟռɖ ռօա ƈօʍɛֆ ȶɦɛ ȶɨʍɛ, աɦɛʀɛ ǟʟʟ ʏօʊʀ ɢɦօֆȶ ֆȶօʀɛֆ ƈօʍɛ ȶօ ȶɦɛɨʀ քʀɨʍɛ. ɨ ɖաɛʟʟ ɨռ ʏօʊʀ ʋɛֆֆɛʟֆ, ռօա ƈǟʟʟɛɖ ɮʏ ȶɦɛ օռɛ, ȶɦǟȶ աɨֆɦɛֆ ȶօ ֆɛɛ ʏօʊ ǟռɖ ʏօʊʀ ʟɨʄɛʄօʀƈɛ ʀʊռ. ǟռɖ ɨ ʍօʋɛ ȶօ ȶɦɛ ƈʀɛɖօ ȶɦǟȶ աɨʟʟ ɛռɖ ʍǟռ'ֆ ʀɛɨɢռ - "ɮʟօօɖ ʄʟօաֆ. ɮʟօօɖ ɖɛʋօʊʀֆ ǟʟʟ ǟռɖ օռʟʏ ɮʟօօɖ ʀɛʍǟɨռֆ." WATER/Zombie-Type Link Effect Monster/Link-3/? ATK Link Arrows: Bottom Right/Right/Upper Right Lore: 2+ non-Tuner monsters, including a Zombie monster While this
  5. Field Spell Card Lore: You can only activate 2 more Spell Cards during the turn you activate this card. You can only activate 3 Spell Cards during each of your turns, also you can only activate Spell Cards during your turn. You do not have to pay LP, discard cards, and/or send cards from your field to the GY to activate Spell Cards. ~~~~~ First, the story: Now, the actual story: this card basically makes you able to bypass so many caveats on your Spells you'll barely notice that you can only activate three of them a turn. Unless you're Sky Strikers. Sticking to
  6. Number 7, and it's far from heaven. DARK/Zombie-Type Synchro Effect Monster/Level 6/2200 ATK/1800 DEF Lore: "Plaguespreader Zombie" + 1+ non-Tuner Zombie monsters To Synchro Summon this card, you can also banish its Synchro Materials from your hand. Neither player can activate the effects of monsters in their hand, except Zombie monsters. ~~~ "Soul Hunter" has seen better days, let's be honest - being a non-effect Monster that not even Instant Fusion can help ferry out. However, in its interactions with the Zombie World, the continuing trend of all souls being brought
  7. Because Alluring Zombie Girls aren't just for when you get a good climps of Vampire Vamp, or Fraulein, or Ash Blossom's feet yeah, overlook that degeneracy from me if you would Continuous Trap Card Lore: Your opponent sends the top 10 cards of their Deck to the GY, also the effects of any cards sent to the GY this way cannot be activated in the GY. If this card and 9 other cards are in your GY: You can banish all other cards from your GY: Special Summon this card as an Effect Monster (Zombie/EARTH/Level 10/ATK 1000/DEF 1000), then equip 1 monster in your hand to this card. (Th
  8. Master She's ALIIIIIIIIIIVE (Redman's Smash Sumthin' intensifies) EARTH/Beast-Type Effect Monster/Level 1/150 ATK/2050 DEF Lore: During your turn: You can Special Summon 1 Beast Normal Monster from your Deck with a Level equal to the Level/Rank/Link Rating of an Effect Monster you control, then negate the effects of 1 face-up card on the field. During your opponent's turn (Quick Effect): You can Special Summon 1 Beast Effect Monster from your Extra Deck with a Level equal to the Level/Rank/Link Rating of a non-Effect Monster you control, then destroy 1 monster on the f
  9. And yes this goes about as well for the central characters in this story as the Guardians' initital insertion into the Thanos fight. Continuous Spell Card Lore: Must be activated from your hand or while Set on the field when you control 2 or more face-up Spell Cards. When you activate a Continuous, Field or Equip Spell, you can Special Summon 1 "Grub Guardian Token" (Insect/LIGHT/Level 2/ATK 0/DEF 0) when that Spell resolves. While you control 5 face-up Spell Cards and/or 5 Insect monsters, all Insect monsters you control gain 1600 ATK. ~~~ So the deal with this card i
  10. Normal Trap Card Lore: Activate this card while you control no other cards in the Spell & Trap Zones, by targeting 1 monster on the field; equip this card to that target. A monster equipped with this card has its ATK becomes equal to its DEF, its effects are negated while in Attack Position, also if it leaves the field while equipped with this card, except the turn this card was equipped to it, you can equip this card to another Special Summoned monster on the field. If you control no cards, you can activate this card from your hand. We continue the Nights with this utter
  11. Quick-Play Spell Card Lore: ● During the Main Phase: Banish 1 Level 7 or higher Effect Monster from your Deck, then target 1 monster on the field that was Special Summoned from the Extra Deck with the same original ATK/DEF; this turn, that target's effects become that banished monster's. ● During the Standby Phase or Battle Phase: Banish 1 Level 6 or lower Effect Monster from your Extra Deck, then target 1 monster on the field that was Special Summoned from the Deck with the same Type and Attribute; this turn, that target's effects become that banished monster's. You can only activat
  12. YOU THOUGHT I WAS GONE, DIDN'T YOU well, here I am again ,for alt least until Halloween, because cards are life and I am Pope. Speaking of, here's another figure in white who's larger than life -and the home it's lived in - to kick of that greatest event of the year October, the 10 Nights of Fright 2020! LIGHT/Zombie-Type Xyz Effect Monster/Rank 1/0 ATK/? DEF Lore: 2 monsters whose original DEF is 0 When this card is Xyz Summoned: You can add 1 Level 1 Zombie monster from your Deck to your hand. Gains 1500 DEF for each of its Xyz Materials. This card can attack an o
  13. Rokket Scrambler/DARK/Dragon-Type Synchro Effect Monster/Level 5/1900 ATK/1500 DEF Lore: 1 Dragon Tuner + 1+ non-Tuner Dragon monsters This Synchro Summoned card, also any Link-3 or lower DARK Dragon monster that points to it, cannot be destroyed by battle. You can only use each of the following effects of "Rokket Scrambler" per turn. ● When this card is Special Summoned: You can add 1 DARK Dragon Tuner from your GY to your hand. ● You can discard 1 card; add 1 "Borrel" card from your Deck to your hand. NEXT UP: How about a generic Rock Synchro that helps with milli
  14. Guess Titan's at bat now. Voidjester Archfiend/FIRE/Fiend-Type Effect Monster/Level 2/0 ATK/1900 DEF Lore: If you lose LP by a Fiend monster's effect, you can Special Summon this card (from your hand). If this card is Summoned, except from the GY, while you control "Pandemonium": You can Special Summon 1 "Archfiend" monster from your Deck with a different Attribute from the monsters you control or in your GY, but destroy it when this card leaves the field. Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Before resolving an opponent's card effect that t
  15. Continuous Spell Card Lore: When this card is activated: You can add 1 "Beginning of Heaven and Earth", "Super Soldier Shield", or "Super Soldier Rebirth" from your Deck to your hand. Each time the effect of a Warrior monster is activated, place 1 Spell Counter on this card when that monster effect resolves (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 "Black Luster Soldier" monster from your Deck or GY to your hand, except a Ritual Monster, then you can Special Summon 1 Warrior monster from your hand. You can only activate 1 "Super Soldier Salve" per tur
  16. So next up on the Snowflower list is the new Level 1 monster, since it's the only Level in the Snowflower family without a twin. So here's one that helps you dig even deper into the backrow while also allowing you to profit more from your multiple Tributes, even the Lonefires! Prolly cuz I've got two more Snowflower things to distribute later on this week and my limbs feel like spaghetti and I hope its not from the corona. (yeah don't worry, I'm fine) Until the next card, and there will be one; reviews, revelry, you know the drill. BD'S, signing off.
  17. Trying out a new thing here, lemme know if it's kosher.
  18. So, I'm back once more, and this time, I've got the focus of Valentine's Day on the mind. Turns out, errybody wants new stuff in Rocks, if the winner of the last Archetype Poll, Nemesys' Block Dragon's new B.F.F. and Problemsolver McPortalface over here is any predictor. So here's the Prank-Kids' last members in the Extra Deck, bringing each member of the Fusion/Link/Main Deck sets to 4.
  19. Well, with Rival Dragons/Eulogy King about to be taken up by the new Manga/Senka/Deep Sea reveals, I'd like to get out ahead with who I think made out like a bandit with those reveals.

    1) Kite (Afterglow Dragon)

    2) Jack (Supernova Dragon)

    3) Revolver (Borrelend Dragon)

    4) Declan (Eulogy King Vice Requiem)

    5) Jesse (Zenith C.B. Rainbow Dragon)

    6) Seto (Deep of Blue-Eyes)

  20. F.R.A.E. of the Final Frontier/LIGHT/Machine-Type Ritual Effect Monster/Level 4/1200 ATK/2100 DEF Lore: You can Ritual Summon this card with "Life Signs Present: Start the F.R.A.E.!" The effects of monsters with more ATK than this card cannot be activated, also this card cannot be attacked by monsters with more DEF than this card. Once per turn (Quick Effect): You can Special Summon 1 "Frontier Foraging Token" (Machine/LIGHT/Level 2/ATK 300/DEF 700), then if you control 2 Tokens, you can switch the ATK/DEF of 1 monster on the field, then if you control 3 or more Tokens, return 1 Effect Mo
  21. Here comes the Yugi/Kaiba union of monsters, then. May a thousand ships sail forth from QuetzalDark's fine art. Bride with Eyes of Blue/LIGHT/Spellcaster-Type Tuner Effect Monster/Level 1/0 ATK/0 DEF Lore: You can discard this card, then Tribute 1 monster with 2500 ATK or DEF you control; draw 2 cards. When a card or effect is activated that targets this card (Quick Effect): You can Special Summon 1 "Dark Magician" or "Blue-Eyes" monster with 2500 ATK from your hand, Deck, or GY, and if you do, immediately after this effect resolves, Synchro or Fusion Summon 1 Spellcaster or Dragon
  22. The Gathering Meklord Army/Continuous Spell Card Lore: If you control a "Meklord" monster(s), your opponent cannot place a monster on the field if the number of monsters they control would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect. The effects of your "Meklord Emperor" monsters that would activate by targeting a Synchro Monster can also be activated by targeting any monster on the field that was Special Summoned from the Extra Deck, also their effects ca
  23. Repeat Replay/Normal Trap Card If a Spell/Trap Card or monster effect is activated with an effect that would send a card(s) on the field to the GY, or that activates by sending a card(s) on the field to the GY: Target 1 monster you control: send it to the GY, and if you do, Special Summon that monster from the GY when this last effect in this Chain resolves, also for the rest of the turn after this effect resolves, neither player can send cards on the field to the GY by a card effect, or to activate a card effect. NEXT UP: How about a Reptile-supporting Field Spell?
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