Jump to content

Thomas★Zero

Advanced Members
  • Posts

    7,840
  • Joined

  • Last visited

  • Days Won

    40

Everything posted by Thomas★Zero

  1. Super Intuition Mode Continous Spell Card Your opponent cannot activate cards or effects in responce to the activation of this card and its effects. You can only use the following effects of "Super Intuition Mode" once per turn. * Return 1 card in your hand to the bottom of your Deck; Draw 1 card. * When a Monster attacks, you can negate that attack. * Pay 1000 LP and target 1 monster you control; the targeted card gains 1000 ATK. So Super Intuition Mode is a Spell Card that grants the user hightend sense through dueling where your opponent is unable to respond while allowing you to trade 1 card fror another, stop a signle attack for any monster and pay LP to power your own monsters.
  2. Access Decode Talker DARK Link: DL, D, U, DR Cyberse/Link/Effect 2+ Cyberse Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned using a "code Talker" Link Monster as Link Material: You can target 1 Cyberse Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. Gains 500 ATK for each monster in a zone it points to. When your opponent activates a card or effects (Quick Effect): you can banish 1 Cyberse Link Monster you control this card points to or in your GY; negate that cards effects and banish it. You can only use this effect of "Access Decode Talker" once per turn. If this card attacks a Defense Position Monster, inflict peircing battle damage. ATK/2300 LINK-4
  3. Barreload Dragon DARK Link: DL, U, DR Dragon/Link/Effect 3 DARK Dragon Monsters (Quick Effect): You can target 1 Monster on the field, then, toss a coin and apply the following effect depeding on the results. * Heads: The targeted cards ATK and DEF become 0. * Tails: The targeted cards effects are negated. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 Link 4 "Borrel" Link Monster from your Extra Deck (this Special Summon is treated as a Link Summon), also for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except DARK Dragon Monsters. You can only use each effect of "Barreload Dragon" once per turn. ATK/2600 LINK-3 So this card is a mix of Barrel Dragon and Borreload support where this Link 3 card can target monsters and depending on a coin toss either takes their ATK and DEF or negates their effects, in addition it also can banish it self to bring out 1 of the Link 4 Borrel links from your Extra Deck like Borreload, Borrelsword or Borrelguard.
  4. Gaia Luster Soldier lv 8 EARTH Warrior/Effect (This card is also treated as a "Gaia the Fierce Knight" and "Black Luster Soldier" Monster.) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing Monsters from your hand, field or GY whose total Level equal or exceed 8. Gains 200 ATK for each Warrior Monster in your GY with a different name. You can only use the following effects of "Gaia Luster Soldier" once per turn. * (Quick Effect): You can tribute this card; Special Summon 1 Level 8 "Black Luster Soldier" Ritual Monster from your hand, Deck or GY (this Special Summon is treated as a Ritual Summon.) * During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Gaia Drake, the Universal Force", "Gaia Knight, the Force of Earth", "Gaia Dragon, the Thunder Charger" or "Gaia Saber, the Lightning Shadow" from your Extra Deck, and if you do, the summoned monster is also treated as a "Gaia the Fierce Knight" monster. ATK/3000 DEF/2500 Black Luster Soldier the Fierce Knight lv 12 EARTH Warrior/Fusion/Effect 3 Level 7 or higher Warrior Monsters (This card is also treated as a "Gaia the Fierce Knight" Monster.) If this card is Fusion Summoned: You can place counters on this card equal to the number of Warrior monsters you control or in your GY of a different monster card type (Ritual, Fusion, Synchro, Xyz or Link). Gains 1000 ATK and an additional attack during each of your Battle Phases for each counter on this card. Cannot be tributed. Once per turn, when your opponent activates a card or effect (Quick Effect): You can remove 1 counter from this card; negate that cards effects and banish it. ATK/3000 DEF/3000
  5. Elemental HERO Forge Soldier lv 4 FIRE Warrior/Effect If this card is Normal or Special Summoned: Add 1 Spell/Trap Card thats list a "Elemental HERO" Monster in its card text from your Deck to your hand. (Quick Effect): You can banish this card you control or from your GY; "HERO" monsters on your side of the field cannot be tributed and their effects cannot be negated this turn. You can only use each effect of "Elemental HERO Forge Soldier" once per turn turn. ATK/1800 DEF/1200 Elemental Form Change Quick-Play Spell Card Tribute 1 "HERO" Monster you control; Special Summon 1 "Elemental HERO" Fusion Monsters from your Extra Deck that doesn't specify an excate monster as Fusion Material with the same Attirbute as the tributed monster. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "Elemental Form Change" per turn. Elemental Energy Trap Card If you control a "Elemental HERO" Fusion Monster, you can activate this card from your hand. Target 1 "HERO" Monster you control; the targeted card gains 500 ATK for each Monster in your GY with a different Attribute. You can banish this card from your GY and target 1 "HERO" Monster you control; the targeted card cannot be destroyed by Battle or by your opponents card effects this turn, also all battle damage you take involving the targeted card this turn becomes 0. If you have 4 or more Monsters in your GY with different Attributes, your opponent cannot activate cards or effects in responce to the activation of this card. So these new cards support Elemental HERO's with Forge Soldier being a Spell/Trap search while also providing protection against tributing and effect negation. In addition Elemental Form Change as as a Mask Change for the Omni HERO Fusions monsters where "doesn't specify an excate monster" PSCT wise means not any fusion thats list a card by name like "Elemental HERO Avian" and instead a Fusion whose Materials more so list for example 1 "Elemental HERO" Monster + 1 FIRE Monster or 2 "HERO" Monsters with different Attributes. Lastly Elemental Energy is a Trap that can be played from hand if you control a "Elemental HERO" Fusion Monster while grating a massive ATK boost and has a graveyard effect to grant protection that turn.
  6. Special Attack is neat for getting extra Elemental HEROs out while balanced by being limited to the opponents monsters ATK. Supreme Neos is a neat Evil HERO take on Neos with effect protection and halving life points which with PSCT should be LP. Lastly Beast Flame Wingman is just a stronger version of Flame Wingman if dealing with an opponent controls a Beast Monster.
  7. The Agent of Prominence - Sun lv 4 LIGHT Fairy/Tuner/Effect If you control "Santuary in the Sky", you can Special Summon this card (from your hand.) You can only Special Summon "The Agent of Prominence - Sun" once per turn this way. If this card is used as Synchro Material to Synchro Summon a Fairy Synchro Monster, you can reduces this cards Level by 2. You can only use the following effects of "The Agent of Prominence - Sun" once per turn. * (Quick Effect): You can banish this card from your GY; Special Summon 1 "The Agent" or "Hyperion" Monster from your hand or GY, and if you do, inflict 1000 points of damage to your opponent. * You can tribute 1 LIGHT Fairy non-Tuner Monster you control; Special Summon this banished card. ATK/1000 DEF/2000 The Agent thats Fallen - Pluto lv 6 DARK Fairy/Effect If you control no monsters, you can Special Summon this card (from your hand or GY.) You can only Special Summon "The Agent thats Fallen - Pluto" once per turn. Gains 200 ATK for each "The Agent" monster in your GY with a different name. You can only use the following effects of "The Agent thats Fallen - Pluto" once per turn. * If this card is Normal or Special Summon: Add 1 "The Agent" Tuner Monster to your Deck to your hand, and if you do, activate 1 "Santuary in the Sky" directly from your Deck. * If this card is sent from the field to the GY: You can banish this card from your GY; banish 1 monster your opponent controls face-down. ATK/2200 DEF/1400
  8. Normal the Champion is a Normal Monster with its own set of Spell/Trap Cards that corrospond to it that helps decks utilize Normal Monsters to the best of their ability. Normal the Champion lv 4 LIGHT Warrior/Normal A hero of justice who with his own strenght and wit can overcome the greatest of obstacles. ATK/2000 DEF/100 Normal Belt Spell Card Activate this card while you control a Normal Monster. Apply 1 of the following effects. * Add 1 "Normal the Champion" from your Deck or GY to your hand. * Add 1 Spell/Trap Card that list "Normal the Champion" in its card text, except "Normal Belt" from your Deck or GY to your hand. You can only activate 1 "Normal Belt" per turn. Normal Ally Spell Card Add 1 Normal Monster with 2000 or less ATK from your Deck or GY to your hand, also, if you control "Normal the Champion", Special Summon that card instead. During the turn you activated this card, you cannot Special Summon Effect Monsters. You can only activate 1 "Normal Ally" per turn. Normal Recovery Quick-Play Spell Card Target 1 Level 4 or lower Normal Monster in your GY; Special Summon the targeted card, also, if the summoned monster is "Normal the Champion", gain 2000 LP. You can only activate 1 "Normal Recovery" per turn. Great Normal Continous Spell Card After activation: Special Summon 1 "Normal the Champion" from your hand, Deck or GY, also, for the rest of this turn, you cannot Special Summon Effect Monsters. All Normal Monsters you control gain 400 ATK for every Normal Monster you control with a different name. If a Normal Monster you control attacks, your opponent cannot activate cards or effects until after damage calculations. You can only activate 1 "Great Normal" per turn. Greatest Normal Weapon Equip Spell Card Equip this card to a Level 4 or lower Normal Monster. The equipped monster gains 1500 ATK, also, if the equipped monster is "Normal the Champion", it gains 2000 ATK instead. Monsters can only be equipped with 1 "Greatest Normal Weapon" at a time. Normal Strike Trap Card If you control "Normal the Champion", you can activate this card from your hand. Activate this card while you control a Normal Monster. Target 1 card your opponent controls; destroy the targeted card, and if you do, inflict 1000 points of damage to your opponent, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Strike" per turn. Normal Guard Counter Trap Card If you control "Normal the Champion", you can activate this card from your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster effect while you control a Normal Monster. Negate the activation and destroy it, then, if you control "Normal the Champion", set this card instead of sending it to the GY. You can only activate 1 "Normal Guard" per turn.
  9. Sniper Shot Quick-Play Spell Card If you control no cards, you can activate this card from your hand during your opponents turn. Target 1 face-up card your opponent controls; destroy the targeted card. If this card was set before it was activated, your opponent cannot activate cards or effects in responce to the activation of this card. You can only activate 1 "Sniper Shot" per turn. So Sniper Shot is a card designed to be a hand trap spell which can destroy any face-up card on your opponents field and if activated from being set your opponent cannot respond to it.
  10. Momento of a Friend Trap Card When a Monster you control is destroyed by battle or by an opponents card effect: Draw 2 cards. You can banish this card and 1 monster from your GY and target 1 monster you control; the targeted card gains ATK equal to the ATK of the banished card until the End Phase this turn. You can only use each effect of "Momento of a Friend" once per turn.
  11. Penguin Paladin WATER Link: DL, DR Aqua/Link/Effect 2 WATER Aqua Monsters Gains 600 ATK for each "Penguin" Equip Spell Card you control. You can only use the following effects of "Penguin Paladin" once per turn. * If this card is Link Summoned: Add 1 "Penguin Sword" and 1 "Penguin Shield" from your Deck or GY to your hand. * If this card is sent from the field to the GY: You can target 1 non-Link "Penguin" Monster in your GY; Special Summon the targeted card, and if you do, you can equip 1 "Penguin Sword" and/or 1 "Penguin Shield" from your GY to the summoned monster. ATK/800 LINK-2 Penguin Shield Equip Spell Card Equip to a "Penguin" Monster. The equipped Monster cannot be destroyed by battle or by your opponents card effects. If you are dealt battle damage from a battle involving the equipped monster: You can target 1 card your opponent controls; return the targeted card to the hand. Your opponent cannot activate cards or effects in responce to the activation of this effect. Monsters can only be equipped with 1 "Penguin Shield".
  12. Devillionair is a LIGHT Fiend theme that focus on coin tosses to gain additional bonus's. Devillionair Winner lv 4 LIGHT Fiend/Effect You can discard 1 card from your hand; toss 1 coin, then, apply the following effect depending on the result. * Heads: Add 1 "Devillionair" Card from your Deck to your hand. * Tails: Draw 1 card. You can only use this effect of "Devillionair Winner" per turn. ATK/1400 DEF/1000 Devillionair Rich lv 4 LIGHT Fiend/Effect You can discard 1 card from your hand; toss 1 coin, then, apply 1 of the following effects depending on the result. * Heads: Draw 2 cards. * Tails: Gain 2000 LP. You can only use this effect of "Devillionair Rich" once per turn. ATK/1600 DEF/1200 Devillionair Generous lv 4 LIGHT Fiend/Effect You can Pay 1000 LP and have your opponent gain 1000 LP; toss 1 coin, then, apply 1 of the following effects depending on the result. * Heads: Special Summon 1 "Devillionair" Monster from your hand or Deck, also, for the rest of this turn, you cannot Special Summon monsters except LIGHT Fiend Monsters * Tails: Special Summon 1 "Devillionair" Monster from your hand or GY, also, for the rest of this turn, you cannot Special Summon monsters except LIGHT Fiend Monsters. You can only use this effect of "Devillionair Generous" once per turn. ATK/1800 DEF/1400 Devillionair Trill Rank 4 LIGHT Fiend/Xyz/Effect 3 Level 4 LIGHT Fiend Monsters While this card has Xyz Material attached to it, this card is unaffected by your opponents card effects. Each time a "Devillionair" Monster effect is activated, place 1 Devillion Counter on this card. This card gains 300 ATK and DEF for each Devillion Counter on this card. You can detach 1 Xyz Material from this card, then, apply 1 of the following effects depending on the result. * Heads: Inflict damage to your opponent equal to the number of Devillion Counters on this card x 500. * Tails: Destroy Cards on your opponents side of the field up to the number of Devillion Counters on this card. You can only use this effect of "Devillionair Trill" once per turn. ATK/3000 DEF/3000 Devillionair Lottery Continous Spell Card After activation: Add 1 "Devillionair" Monster from your Deck to your hand. Once per turn, If a card is sent from your hand to the GY by the effect of a "Devillionair" Monster: You can target 1 "Devillionair" Card in your GY; add the targeted card to your hand. You can only activate 1 "Devillionair Lottery" per turn. Devillionair Luck Continous Card Your opponent cannot activate cards or effects in responce to the activation of "Devillionair" Monster Effects. Each time a "Devillion" Card or Effect is activated: Place 1 Devillion Counter on this card. "Devillionair" Monsters you control gain 200 ATK and DEF for each Devillion Counter on this card. Once per turn, when a "Devillion" Card or Effect that involves tossing a coin is activated: You can declair the result of that coin toss. You only control 1 face-up "Devillionair Luck". Devillionair Insurance Spell Card Pay 1000 LP; Special Summon 1 "Devillionair" Monster from your hand or GY. If a "Devillionair" Monster(s) would be destroyed by battle or by an opponents card effect, you can banish this card from your GY instead. You can only activate each effect of "Devillionair Insurance" once per turn. Devillionair Appeal Counter Trap Card If you control a "Devillionair" Xyz Monster, you can activate this card form your hand. Activate this card when your opponent activates a Spell/Trap Card or Monster Effect while you control a "Devillionair" Monster. Negate the activation and destroy it, and if you do, toss 1 coin, then apply the following effects depending on the result. * Heads: Gain 1000 LP and Draw 1 card. * Tails: Set this card instead of sending it to the GY. You can only activate 1 "Devillionair Appeal" per turn.
  13. Elemental HERO Rainbow Prisma lv 5 LIGHT Warrior/Effect (This card is always treated as a "Ultimate Crystal" Card.) If you control a "Elemental HERO" or "Neo-Spacian" Monster, you can Special Summon this card (from your hand.) You can only Special Summon "Elemental HERO Rainbow Prisma" once per turn this way. If this card is Normal or Special Summoned: Add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: You can reveal 1 Fusion Monster in your Extra Deck, then, apply 1 of the following effects. * This cards name becomes the same as the revealed cards until the End Phase this turn. * This cards name becomes the same as 1 of the monsters listed on the revealed card as Fusion Material until the End Phase this turn. * This cards Attribute becomes the same as the revealed cards until the End Phase this turn. You can only use each effect of "Elemental HERO Rainbow Prisma" once per turn. ATK/1700 DEF/1100
  14. Wipeout Arena Field Spell Card After activation: Add 1 "Fury of Kairyu-Shin" or "Torrential Tribute" from your Deck or GY to your hand. All WATER monsters gain 500 ATK and DEF. If a non-WATER Monster attacks, toss a coin, then apply the following effect depending on the result. * Heads: The attacking monster gains 500 ATK and DEF. * Tails: Return the attacking monster to the hand. You can only activate 1 "Wipeout Arena" per turn.
  15. So with the reveal of Antoine Griezmann becoming an ambassador for Yugioh I decided to make TCG versions of the Footballer cards from Zexal. Defending Sweeper lv 4 EARTH Warrior/Effect If an opponent declares an attack on a Warrior Monster you control: You can Special Summon this card (from your hand) in Defense Position, also, for the rest of this turn, this card cannot be destroyed by battle or by your opponents card effects this turn and monsters your opponent controls cannot attack Warrior Monsters you control except this card. You can only use this effect of "Defending Sweeper" once per turn. If you control a Field Spell Card, increase this cards Level by 1. ATK/100 DEF/2000 Wing Captain lv 4 EARTH Warrior/Effect If this card is Normal or Special Summoned: Add 1 "Stadium of Dreams", "Perfect Pass" or "All for One" from your Deck to your hand. You can only use this effect of "Wing Captain" once per turn. If this card attacks a Defense Position Monster while you control a Field Spell Card, inflict peircing battle damage. ATK/1100 DEF/1100 Top Scorer lv 5 EARTH Warrior/Effect If you control a Field Spell Card, this card can be Normal Summoned without tributing. If this card is Normal or Special Summoned: Add 1 "Eye Contact" from your Deck or GY to your hand. You can only use this effect of "Top Scorer" once per turn. ATK/2000 DEF/100 Leauge Legend Rank 4 EARTH Warrior/Xyz/Effect 3 Level 4 Warrior Monsters While you control another Warrior Monster, this card cannot be targeted for an attack or by your opponents card effects. If you control a Field Spell Card while this card has Xyz Material, this card can attack your opponent directly. If this card inflicts battle damage: You can detach 1 Xyz Material from this card and target 1 card your opponent controls; destroy the targeted card, and if you do, this card gains 500 ATK and DEF. You can only use this effect of "Leauge Legend" once per turn. ATK/2000 DEF/2000 Playmaker Rank 5 EARTH Warrior/Xyz/Effect 3 Level 5 Monsters If you control a Field Spell Card, this card cannot be targeted or destroyed by your opponents card effects. If this card attacks, your opponent cannot activate cards or effects until after damage calculation. Once per turn during the Battle Phase if this card attacked this turn: You can detach 1 Xyz Material from this card; this card can make an additional attack this turn. ATK/2600 DEF/2500 Stadium of Dreams Field Spell Card After activation: Add 1 "Defending Sweeper", "Wing Captain" or "Top Scorer" from your Deck to your hand. EARTH Warrior monsters gain 500 ATK and DEF. Once per turn: You can target 1 face-down Defense Position Monster your oppoennt controls; flip that monster into face-up Defense Position, also, Flip Effects do not activate at this time. You can only activate 1 "Stadium of Dreams" per turn. Perfect Pass Quick-Play Spell Card During damage calculation, if your Warrior Monster battles an opponent's monster: Your monsters ATK is doubled during damage calculation only and the monster it battles effects are negated. Your opponent cannot activate monster effects in responce to the activation of this card. You can only activate 1 "Perfect Pass" per turn. Eye Contact Spell Card Set 1 "Offside Trap" directly from your Deck or GY, also that card can be activated during the turn it was set. You can only activate 1 "Eye Contact" per turn. All for One Spell Card Activate this card while you control 2 Monsters or more with the same Type and Attribute. Target 1 Monster in your GY with the same Type and Attribute as a Monster you control; Special Summon the targeted card, and if you do, the Level of all Monsters you control become the same as the summoned Monsters. You can only activate 1 "All for One" per turn. Offside Trap Trap Card When a monster you control is destroyed by battle or by an opponents card effect: Special Summon the destroyed monster, then, gain LP equal to the destroyed monsters original ATK.
  16. Astral Utopian lv 4 LIGHT Warrior/Effect If this card is Normal Summoned or Special Summoned: Add 1 "Astral Kuriboh" from your Deck or GY to your hand. You can only use this effect of "Astral Utopian" once per turn. Once per turn: You can target 1 "Astral Kuriboh" you control; this cards Level becomes equal to the targeted cards Level until the End Phase this turn. If this card is used as Xyz Material for a "Number" Xyz Monster, the summoned monster gains the following effect. * Once per turn, If this cards attacked was negated: During this Battle Phase, this card can make an additional attack this turn, also, this cards ATK is doubled until the End Phase this turn. ATK/1500 DEF/1000
  17. Phantom Merlin lv 4 DARK Spellcaster/Effect If this card is Normal or Special Summoned: Banish 1 "Noble Knight" Monster from your Deck; add 1 "Noble Arms" Spell Card from your Deck, GY or thats banished to your hand. (Quick Effect): You can banish 1 "Noble Arms" Equip Spell Card you control or from your hand; Special Summon 1 "Noble Knight Artorigus" from your Deck, GY or thats banished. You can only use each effect of "Phantom Merlin" once per turn. ATK/1200 DEF/800 UnNoble Knight lv 4 DARK Warrior/Effect If you control "Noble Knight Artorigus", you can Special Summon this card (from your hand.) You can only Special Summon "UnNoble Knight" once per turn this way. If this card is Normal or Special Summoned: You can Fusion Summon 1 Warrior Fusion Monster from your Extra Deck, using monsters you control and from your hand including this card as Fusion Materials. If this card is Banished: You can add this card to your hand. You can only use each effect of "UnNoble Knight" once that turn. ATK/2000 DEF/0 Chaos Beast Cath Palug lv 10 DARK Beast/Effect (This card is always treated as a "Noble Knight" Card.) Cannot be Normal Summoned/Set. Must be Special Summoned by banishing 1 LIGHT and 1 DARK Monster you control, also, if you banished a "Noble Knight" Monster that was Special Summoned from the Extra Deck with this effect, this card is unaffected by your opponents card effects. While this card is on the field, this card is also LIGHT Attribute. Gains 300 ATK and DEF for each banished card. If this card destroys a monster by battle, banish it instead of sending it to the GY, and if you do, gain LP equal to the banished monsters original ATK. If this card is banished: Special Summon this card. You can only use this effect of "Chaos Beast Cath Palug" once per turn. ATK/3000 DEF/3000 Noble Knight Chaos King Artorigus lv 8 LIGHT Warrior/Fusion/Effect 1 "Noble Knight" Monster + 1 LIGHT or DARK monster While this card is on the field or in your GY, this card is also DARK Attribute. If this card destroys a monster by battle, banish that card instead of sending it to the GY. You can only use the following effects of "Noble Knight Chaos King Artorigus" once per turn. * If this card is Fusion Summoned: Add 1 "Chaos Noble Arms - Chaos Excalibur" from your Deck, GY or thats banished to your hand. * If your opponent activates a Monster Effect (Quick Effect): You can banish 1 LIGHT or DARK Monster in your GY; negate that cards effects and banish it. ATK/2500 DEF/2100 Chaos Noble Arms - Chaos Excalibur Equip Spell Card Equip this card to a "Noble Knight". The equipped monster gains 800 ATK, also, if this card is equipped to a "Artorigus" Effect Monster, its gains 1500 ATK instead. If the equipped monster attacks, your opponent cannot activate cards or effects until after damage calculation. If a "Noble Knight" Monster(s) would be destroyed by battle, you can banish this card you control or GY instead. You can only control 1 face-up "Chaos Noble Arms - Chaos Excalibur". Noble Knights Power of Chaos Spell Card Add 1 "Noble Arms" Equip Spell Card and/or "Noble Knights" monster each from your Deck, GY and thats banished to your hand. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters except "Noble Knight" Monsters. You can only activate 1 "Noble Knights Power of Chaos" once per turn. Noble Knights Dimensional Armoury Spell Card Shuffle 3 "Noble Arms Equip Spell Cards from your GY or that are banished into your Deck, then, Draw 2 Cards. You can only activate 1 "Noble Knights Dimensional Armoury" per turn. Cath Palug's Rampage Trap Card If you control "Chaos Beast Cath Palug", you can activate this card from your hand. Banish all "Noble Arms" Equip Spell Cards from your hand, field and GY (Min. 1); Banish cards on your opponents side of the field up to the number of "Noble Arms" Equip Spell Cards banished by this cards effect, then, inflict 500 points of each of your opponents cards banished by this cards effects. You can only activate 1 "Cath Palug's Rampage" per turn.
  18. Borrelsword Trisbaena Dragon DARK Link: L, DL, D, U, UR Dragon/Link/Effect 2+ DARK Link Monsters Cannot be destroyed by battle. Your opponent cannot activate cards or effects in responce to the activation of these effects. You can only use the following effects of "Borrelsword Trisbaena Dragon" once per turn. * You can target 1 Attack Position monster; until the End Phase this turn the targeted monsters ATK becomes 0 and this card gains ATK equal to the targeted cards original ATK, also, this card can make a second attack during each of your Battle Phases that turn. * If a Monster(s) is summoned to a zone this card points to: Banish as many of those monster(s) as possible, also as many Spells/Traps your opponent controls as possible, and if you do, inflict 800 damage to your opponent for each card banished by this effect. ATK/3500 LINK-5
  19. Flundereeze Trio Quick-Play Spell Card Activate this card while you have 3 or more Winged Beast Monsters in your GY. Special Summon 3 "Flundereeze Tokens" (Winged Beast Type/WIND/Level 1/ATK 100/DEF 100). "Flundereeze Tokens" cannot be destroyed by battle or by the effects of your opponents Special Summoned Monsters. While you control a "Flundereeze Token", you cannot Special Summon Monsters from your hand, Deck, GY or Extra Deck. You can only activate 1 "Flundereeze Trio" per turn. So with the new card is meant to represent each of the birds from the Flundereeze cards giving you monsters to tribute for bigger monsters in Winged Beast Decks.
  20. Water Slide Spell Card Discard 1 card from your hand, then, either reveal 1 WATER Monster in your hand or target 1 WATER Monster you control; add up to 2 cards from your Deck or GY with the same name as that card to your hand, also for the rest of this turn, you cannot Normal or Special Summon Monsters except WATER Monsters. You can only activate 1 "Water Slide" per turn. So Water Slide helps you get multiple copies of Water monsters to your hand where it can be handy with Ice Knight as Ice Knight's additional Normal Summon isn't a hard once per turn so you can get all 3 of them on the field where Ice Knight gains ATK for itself and its copies having all 3 of them on 2500 ATK.
  21. Road to Tommorow - Going My Way!! Quick-Play Spell Card Activate this card while your LP are 4000 or less while you control "Stardust Dragon" or "Red Dragon Archfiend" in your Extra Monster Zone. Discard your entire hand (Min. 1); Special Summon up to 4 Level 7 or 8 Dragon Synchro Monsters with different names from your Extra Deck, also you can Special Summon 1 "Powertool" Synchro Monster from your Extra Deck (These Special Summons are treated as Special Summons), also monsters you control cannot attack directly this turn. While you control a monster summoned by this cards effect, you cannot Special Summon monsters from your Extra Deck except Dragon Synchro Monsters or "Powertool" Synchro Monsters. You can only activate 1 "Road to Tommorow - Going My Way!!" So this card acts as a refference to the 5th opening of 5D's where this card with half your LP and either Stardust or Red Dragons Archfiend lets you get 4 Dragon Synchros and a Powertool Synchro but stops your monsters from being able to attack directly and prevents you from summon monsters from your extra Deck except Dragon or Powertool Synchro.
  22. Challenge the Game Trap Card If you control a "Utopia" or "Utopic" Xyz Monster, you can activate this card from your hand. Activate this card at the start of the Damage Step when a "Number" Xyz Monster you control battles an opponents monster. Your monsters ATK becomes equal to the ATK of the monster it battles during damage calculation only, also, your "Number" Xyz Monsters cannot be destroyed by battle this turn. If your battling monster was a "Utopia" or "Utopic" Xyz Monster and it destroys a monster by battle this turn, inflict damage to your opponent equal to the destroyed monsters original ATK. You can only activate 1 "Challenge the Game" per turn. So this card based off the 6th Ending of Zexal can be played from hand if you control Utopia or a Utopic monster and dish out some damage if Utopia or a Utopic monster destroys a monster by battle that turn, also a Number monster that battles an opponents monster matches it for ATK but doesn't get destroyed.
  23. It pretty much does combining Astral Kuriboh's effect with Cook's which is hilarious. Still Astral Kuriboh can help summon any Number as long as you have the other materials for it where the protection on top of it is a nice touch as it can work with some cards like the mentioned Crooked Cook or even Lion Heart if you need it to go into Defense.
  24. Regarding this, Quick-Play might do for the defense plays though being mindful as a quick play you could use to bring Shadow Mist and Stratos back during your opponents turn and then if you had a second copy do it again on your turn for Stratos to extend on plays in terms of trying to not overpower this card.
×
×
  • Create New...