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Found 1 result

  1. How about an Anti-Meta Lockdown deck? Perfect for all of you sado-masochists out there. Main Deck; Monsters Chaotic Tetramorph DARK/Fiend/Effect Level: 1 When this card is sent to the GY, you can banish this card, and 5 "Chaotic" monsters on your field with different names, special summon 1 "Ultimate Chaotic Plasma Demon Incarnate" From your hand, deck, or GY. You can only activate each effect of "Chaotic Tetramorph" once per duel. ATK: 0 DEF: 0 (ooh, scary, a monster that can summon a boss monster.) Chaotic Dasher DARK/Fiend/Effect Level: 4 If there are no cards on your side of the field, you can special summon this monster, (from your hand) This monster cannot attack the turn this effect was activated. You can only use this effect of "Chaotic Dasher" once per turn. ATK: 1600 DEF: 1200 (Ok, you aren't seeing too much yet, but just wait a bit, you'll see. ; )) Chaotic Golem DARK/Fiend/Effect Level: 4 While this face-up card is on the field, level 4 or lower "Chaotic" monsters you control cannot be destroyed by battle. Once per turn, you can shuffle 1 "Chaotic" card in your hand into your deck, add 1 "Chaotic" equip spell from your deck to your hand. This card cannot attack the turn this effect was activated. ATK: 800 DEF: 1800 (Equip spells, EVERYWHERE!) (eventually. . .) Chaotic Samurai DARK/Fiend/Effect Level: 4 Once per turn, if this card has a "Chaotic" equip spell equipped to it, you can inflict 500 damage to your opponent. If this card is destroyed while it has a "Chaotic" equip spell equipped to it, inflict 500 damage to all players. ATK: 1400 DEF; 1200 (OK, so a little bit of burn damage, but nothing too spectacular here.) Chaotic Brute DARK/Fiend/Effect Level: 4 If there are 2 or more level 4 or lower "Chaotic" monsters on your field, you can special summon this card, (from your hand) When this card is special summoned by its own effect, while there are at least 2 monsters on the opponents field, you can discard 1 level 4 or lower "Chaotic" monster from your hand, reveal 2 "Chaotic" equip spells to your opponent. Your opponent must choose 1 to add to your hand, and 1 to shuffle into your deck. You can only use each effect of "Chaotic Brute" once per turn. ATK: 1400 DEF: 1500 (Now we're getting somewhere.) Chaotic Reverser DARK/Fiend/Effect Level: 4 When this card is sent to your GY, add 1 "Chaotic" Spell/Trap card from your deck to your hand. You can only use this effect of "Chaotic Reverser" once per turn. Once per turn, when a level 4 or lower ''Chaotic" monster, other than "Chaotic Reverser" was sent to your GY, you can pay 500 LP, return that monster to your hand. ATK: 0 DEF: 0 (Yay for combo extenders.) Chaotic Lancer DARK/Fiend/Effect Level: 4 When this card is sent to your GY, inflict 300 damage to your opponent for each "Chaotic" equip spell face up on the field, with a different name. When this card is added to your hand outside of your draw phase, you can reveal it to your opponent, then inflict 800 damage to your opponent. ATK: 1500 DEF: 500 (Alright, a bit more burn.) Chaotic Tank DARK/Fiend/Effect Level: 4 Face-up equip spells you control cannot be destroyed by your opponents card effects. Once per turn, you can discard 1 "Chaotic" monster, inflict 500 damage to your opponent. ATK: 1000 DEF: 1200 (Alright, protection + burn, next) (also, ONLY 2 MORE MONSTERS!) Chaotic Trooper DARK/Fiend/Effect Level: 4 When this card is summoned, you can add 1 "Chaotic Dimension" from your deck or GY to your hand. While this card is face-up on the field, any face-up "Chaotic Dimension"(s) you control cannot be destroyed. ATK: 1200 DEF: 1000 (All right, we got the field searcher, next is the last monster in the deck, the boss. ) Ultimate Chaotic Plasma Demon Incarnate DARK/Fiend/Effect Level: 12 This card cannot be normal summoned/set. This card cannot be special summoned except by the effect of "Chaotic Tetramorph". This card's summon cannot be negated. This card is unaffected by the effects of all cards equipped to it. This card cannot be destroyed by battle. This card cannot be destroyed by effects. Once per turn, you can pay 1000 LP. Target as many equip spells in either players GY as possible, equip them onto this card. This card gains 500 ATK for each card equipped to it. If this card were to leave the field, you can remove 1 equip spell from it instead. ATK: 4500 DEF: 4500 (All right, well, it's not the most broken boss in existence, but it's certainly powerful. Immune to effect and battle destruction, can't be summon negated, can't be affected by equipped cards, can equip itself with any number of equip spells by paying 1000 LP, has a Maha Vailo clause, and if you were to attempt you remove it from the field in any other way, it can just de equip one equip spell, and stay alive. ) (Alright, next come the Spells/Traps. ) (Non-Equip Spells first) Chaotic Dimension Field Spell When this card is activated, you can add 1 "Chaotic" card from your deck to your hand. While this card is on the field, all Spell and Trap zones on your side of the field are treated as 2. All monsters your opponent controls lose 500 ATK and DEF for each "Chaotic" monster you control with a different name. When this card leaves the field, all cards on the field are banished, and both players LP are halved. You can only use each effect of "Chaotic Dimension" once per turn. Chaotic Cards of Self-Masochism Quick-Play Spell Activate only when you take 1000 or more damage while you control a "Chaotic" monster. Take 1000 damage, draw 2 cards. You can only activate 1 "Chaotic Cards of Self-Masochism" per turn. Chaotic Contract Quick-Play Spell Activate only when you take 1000 or more damage while you control a "Chaotic" monster. your opponent takes the same damage you do, and both players draw 1 card. Chaotic Portal Continuous Spell Once per turn, you can shuffle 1 "Chaotic" card in your GY into your deck, add 1 "Chaotic" card from your deck to your hand with a different name than the card returned to deck by this effect. Chaotic Matrix Continuous Trap "Chaotic" monsters you control cannot be destroyed by card effects. During each player's End Phase, gain 500 LP for each face-up "Chaotic" monster on the field with a different name. During your Standby Phase, take 1000 damage or destroy this card. (Now the equip spells, oh goody!) Chaotic Equip Strain Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot normal summon/set, or special summon monsters with the same level as the equipped monster. (equip spell #1, it basically restricts the opponent from summoning level 4 monsters) Chaotic Equip Freeze Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their hand. (equip spell #2, it basically eliminates all of your opponents hand traps, and forces them to set spells before activating them. ) Chaotic Equip Oversoul Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. The opponent cannot activate card effects in their GY. The effects of all cards in the opponents GY are negated. (equip spell #3, basically, it's just the effect of "Necrovalley" but it only applies to your opponent.) Chaotic Equip Destruction Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. During each of your End Phases, you can discard 1 "Chaotic" monster from your hand, then send 1 card from the top of your opponents deck to their GY x the level of the discarded "Chaotic" monster. (equip spell #4 basically, it's just some deck destruction, and this card combo's nicely with "Chaotic Equip Oversoul" as it negates effects in the GY.) Chaotic Equip Share Gain Equip Spell Equip only to a "Chaotic" monster. The equipped monster's ATK and DEF become 0. The equipped monster is switched into Defense position, and cannot change positions. During each of your Standby Phases, take 500 damage or destroy this card. If this card is destroyed, destroy the equipped monster, and inflict 500 damage to both players. If there is an equip spell already equipped to the equipped monster, destroy this card. When your opponent gains LP, gain LP equal to the amount they gained. (equip spell #5 basically, if your opponent gains LP in a desperate attempt to not lose, you gain the same amount.) (well, that's all, please tell me your opinion. )
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