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Haumea

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Haumea last won the day on November 20 2019

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  1. Magnetize Normal Spell Target 2 Machine-Type Monster on the same side of field with the same attribute; equip the first target to the second target. The equipped monster by this effect gains ATK, DEF, Level, and the effect of the Machine-Type monster equipped to it.
  2. Robot Recruiter Level 4 EARTH Machine/Effect ATK 1400 DEF 1200 During your Standby Phase, increase this card's Level by 1. During your End Phase, you can Special Summon 1 Monster from your deck whose Level is equal or lower than the Level of this card, except "Robot Recruiter".
  3. Flame that Forever Burn Continuous Spell You can only control 1 "Flame that Forever Burn". When this card is activated, send all WATER monster on the field to the graveyard. Neither player can Summon or activate an effect of a WATER monster. During either player's Standby Phase, the player must sent 1 WATER monster to the graveyard. Otherwise, they take 1000 Damage.
  4. Undeciphered Spell Normal Spell Both players banish 1 Normal Spell from their decks, except "Undeciphered Spell", face-down, and if it does, toss a coin. If it's a head: this card's effect becomes the effect of the Normal Spell you banish face-down, otherwise, this card's effect becomes the effect of the Normal Spell your opponent banish face-down. You can only activate 1 "Undeciphered Spell" per turn.
  5. Soul-Capturing Lantern Equip Spell Equip it to a DARK Spellcaster monster. It gains 100 ATK for each Soul Counter on this card. You can only use these effects of "Soul-Capturing Lantern" once per turn. During you Main Phase, you can send 1 monster to the graveyard, except the equipped monster, and if you do, place Soul Counter(s) on this card equal to the level of that monster. If the equipped monster leaves the field: return this card to your hand instead, with it's Soul Counter still attached. If this card is destroyed: both players take damage equal to the number of Soul Counter on this card X 100.
  6. Totem of Protection Level 3 EARTH Rock/Effect ATK 0 DEF 0 If this card is Summoned, place 3 Totem Counter on this card. This card gains 500 DEF for each Totem Counter on it. During your Standby Phase, place 1 Totem Counter on this card. Neither player can target card(s) on the field for an effect, except "Totem of "Protection". If this card in its owner's possession is sent from the field to the graveyard by your opponent's attacking monster or card effect: Special Summon 1 "Totem Token" (Rock-Type/EARTH/Level 1/ATK 0/DEF 500) for each Totem Counter on this card.
  7. Twin Knight Mia & Nia Level 4 EARTH Warrior/Effect ATK 1600 DEF 1600 During either player's turn, (Quick Effect) You can Tribute 2 Warrior-Type Monster from your field; Special Summon this card from your hand or deck, and if you do, it gains the following effect. During the Battle Phase, this card gains 800 ATK/DEF. Also when it attacks, your opponent cannot activate cards or effects until the End of the Damage Step. If this card is targeted for an attack or a card effect: (Quick Effect) you can shuffle this card into the Deck; Negate the attack and/or the effect, and if you do. Special Summon 1 "Iris Knight Mia Token" (Warrior-Type/EARTH/Level 2/ATK 800/DEF 800) and 1 "Crimson Knight Nia Token" (Warrior-Type/EARTH/Level 2/ATK 800/DEF 800) to your field. You can only use each effect of "Twin Knight Mia & Nia" once per turn.
  8. Ground Smasher Level 4 EARTH Rock/Effect ATK 1900 DEF 800 If this card destroys an opponent's monster by battle: that Monster Zone cannot be used until the End of your opponent's next turn. During your Main Phase, you can target 1 of your opponent's unoccupied Monster Zone; that Monster Zone cannot be used until the End of your opponent's next turn. You can only use the effect of "Enemy Crusher" once per turn, and only once that turn.
  9. Knight of Sacrifice Level 3 EARTH Warrior/Effect ATK 500 DEF 1000 When your opponent's monster declares an attack: (Quick Effect) you can Special Summon this card from your hand, and if you do, change the attack target to this card. If this card is destroyed by battle and sent to the graveyard; Draw 1 card.
  10. Light Prism Level 2 LIGHT Rock/Union/Effect ATK 0 DEF 1500 Once per turn, You can either: Target 1 LIGHT monster you control; equip this card to it, OR: Unequip this card and Special Summon it. During damage calculation, If the equipped monster attacks: double it's ATK until the end of the Damage Step. If you would take damage from an attack involving this card or the equipped monster: you gain that much LP instead. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed: destroy this card instead.)
  11. Spell Duplication Normal Spell Banish this card and 1 Normal Spell card from your graveyard, and if you do, This card's effect becomes the effect of the banished Spell. You can only activate 1 "Spell Duplication" per turn.
  12. Full Moon Ambush Normal Trap (This card is always treated as a "Ninjitsu Art" card) When your opponent's monster declares an attack: Special Summon 1 "Ninja" monster from your hand or deck, then change the attack target to it (if able). If it is a direct attack: you can activate this card from your hand. You can only activate 1 "Full Moon Ambush" per turn.
  13. To answer the question, the card is based on a game I played called "Onmyoji", a Turn-Based RPG where Abe no Seimei, the Onmyoji, summon a spirit (or small ghost by the Wikipedia) by using a blank amulet. This is also the reason why I made "Black Emissary from the Underworld" and "White Emissary from the Underworld" (they were called "Kuro Mujou" and "Shiro Mujou"). Apparently Sealmaster Seimei is based on Abe no Seimei, since "Meisei" is an anagram of "Seimei"
  14. Extra Pressure Normal Trap Neither Player can Special Summon monster(s) from the Extra Deck until the end of the next turn. When your opponent summon a monster(s) from the Extra Deck: you can banish this card from the Extra Deck (Face-up if it is a Pendulum Monster). If you control no card: you can activate this card from your hand. You can only use 1 effect of "Extra Pressure" per turn, and only once that turn.
  15. And it's also the where I know nothing about balance.
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