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Post by Deleted on Oct 3, 2015 22:34:22 GMT -6
I'll do a few more tonight...
Anti-HERO Kelsa Level:2 Warrior/Tuner Atk:1200 Def:1200 Attr:Water A mischevious young girl whom freezes everything she touches, whether she wants to or not....
Anti-HERO Benevolent Ice Age Level:10 Warrior/Effext Atk:3200 Def:0 Atrr:Water "Anti-HERO Kelsa"+1 Warrior-type Monster. You can also special summon this monster by tributing " Elemental HERO Absolute Zero". You cannot Summon this monster by other means. Once per turn: You can halve your life points to apply one of the following effects: •Banish all Monsters in both players graves •Return All cards on the field to the hand •Your opponent can only attack this monster this turn
Anti-HERO Snow Elementalist Level:6 Synchro/Effect/Warrior Atk:2500 Def:1750 Atrr:Water "Anti-HERO Kelsa"+ 1 non-tuner HERO monster When this card is summoned, monsters on the field cannot attack until your opponent's next end phase. This card cannot be targeted or destroyed by Card effects. Once per turn: You can banish this monster from the field facedown to special,fusion, or xyz summon a water attribute HERO monster ignoring its summoning conditions. It's attack is doubled.
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Post by Deleted on Oct 3, 2015 22:36:23 GMT -6
I'll do more tomorrow. Any suggestions on how to make them not broken are appreciated.
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Post by Deleted on Oct 4, 2015 12:16:10 GMT -6
Anti-HERO Solace Level 4 Warrior/Effect Atk:1500 Def:1500 Atrr:Light During your Main Phase, you can send one HERO monster from your deck to the grave to have one monster you control gain levels equal to the sent monster's level.
Anti-HERO DARK CONSTITUTE RANK 6 XYZ/Effect Atk:3000 Def:2400 Atrr:Dark 2 Level 6 monsters This card can also be XYZ summoned using "Masked HERO Dark Law" as the XYZ material. Any cards sent to your opponent's graveyard are banished instead. Once per turn,during either player's turn, you can attach one HERO card to this card as an XYZ material. You can detach 2 xyz materials from this card to return all cards your oppinent controls to their hand.
Anti-HERO SHINING KOGA Rank 8 XYZ/Effect Atk:3000 Def:3000 Atrr:Light 2 level 8 monsters This card can also be xyz summoned using "Masked HERO Koga" as the XYZ material. This Monster gains 200 Atk and Def for each card your opponent controls. Once per turn,dyring either player's turn, you can attach one HERO card to this card as an xyz material. You can detach 2 xyz materials, the target any one card on the field, it is unaffected by card effects until the end phase.
Balance scale Continuous Spell You can tribute one HERO monster each main phase to special summon 1 HERO monster from your deck or graveyard with the same attribute, but a different name than the tributed monster.
Hidden Shrine of Vigilance Field Spell You can apply one of the follwing effects each turn as long as you control a HERO monster: •Draw one card •Add 1 HERO monster,spell, or trap to your hand •Special summon 1 HERO monster from your extra deck by banishing required materials listed on that monster from your grave or field,ignoring tis summoning conditions.
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Post by HHDeception on Oct 19, 2015 17:03:23 GMT -6
You are now Steve Quick-play spell Target one card on the field. That card's name becomes "Steve" for the rest of the duel.
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Post by Neo on Oct 19, 2015 17:38:51 GMT -6
You are now Steve Quick-play spell Target one card on the field. That card's name becomes "Steve" for the rest of the duel. ..... Brilliant. I want.
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Post by HHDeception on Oct 19, 2015 17:58:11 GMT -6
So I realized that it doesn't just mess with things like fusions or archetype dependency. It loopholes the "you can only use this effect of Glow-up Bulb once per duel" types of clauses.
But broken fake cards are best fake cards.
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Post by Neo on Oct 19, 2015 18:00:08 GMT -6
So I realized that it doesn't just mess with things like fusions or archetype dependency. It loopholes the "you can only use this effect of Glow-up Bulb once per duel" types of clauses. But broken fake cards are best fake cards. You're right, that is broken.
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Post by Deleted on Oct 19, 2015 18:03:03 GMT -6
So I realized that it doesn't just mess with things like fusions or archetype dependency. It loopholes the "you can only use this effect of Glow-up Bulb once per duel" types of clauses. But broken fake cards are best fake cards. Like the Anti-HEROES
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Post by HHDeception on Oct 20, 2015 10:29:43 GMT -6
Double Negative Continuous Trap This card's effects cannot be negated. Negate the activation of cards and effects that contain the word "negate".
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Post by HHDeception on Oct 29, 2015 3:33:16 GMT -6
Ghost Writer Aechetype Crag of the Listed Field Spell This card is always treated as a "Ghost Writer" card. Battle damage from battles involving "Ghost Writer" cards is halved. Once per turn you may activate one of the following effects depending on the number of original names of monster cards currently on the field:
1: Target a number of continuous spell or trap cards in your graveyard up to the number of monsters on the field. Add one of these cards to your hand, and shuffle the rest into your deck. 2,3,4: You may discard one continuous spell or trap card; add one "Ghost Writer" card from your deck to your hand. 5 or more: You may shuffle any number of continuous spell or trap cards into your deck, and then draw that many cards.
Ghost Writer Aching Spear Pendulum Monster Dark/Fiend Level 4 Scales: 2 Atk: 1900 Def: 0 Pendulum Effect: Once per turn, during either player's turn, if "Ghost Writer Forged Inkwell" is also in one of your pendulum zones, you can send one card from your deck to the graveyard; all monster cards currently on the field have their names changed to the name of that card in the graveyard until the end phase.
Monster Effect: If this card attacks a monster with of the same name as this card, double this card's attack during the damage step only. If a continuous spell or trap card is targeted by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Forged Inkwell Pendulum Monster Dark/Fiend Level 3 Scales: 5 Atk: 0 Def: 1900 Pendulum Effect: Once per turn, during either player's turn, if "Ghost Writer Aching Spear" is also in one of your pendulum zones, you can target one face-up card on the field and send one card from your deck to the graveyard of the same type (monster, spell, or trap); the targeted card's effect becomes the effect of the sent card until the end phase. This effect has spell speed 2.
Monster Effect: You may discard this card from your hand; negate the activation of a spell or trap card that would destroy a Ghost Writer card and destroy it. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Document of Zeus Effect Monster Dark/Fiend Level 4 Atk: 1500 Def: 1500 If this card is pendulum summoned, destroy all cards on the field with the same name as this card. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Jarred Tokens Effect Monster Dark/Fiend Level 3 Atk: 700 Def: 1800 If this card is pendulum summoned, you may special summon as many "Novel Tokens" (Level 1/Dark/Fiend/0 atk/0 def) as possible. If this card leaves the field, destroy all Novel Tokens on the field. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn.
Ghost Writer Cost in Chains Effect Monster Dark/Fiend Level 3 Atk: 1500 Def: 1500 Once per turn, you can add one "Ghost Writer" card from your deck or graveyard to your hand, then if you do, destroy all continuous spell or trap cards you control. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Gnarled Brigand Effect/Tuner Monster Dark/Fiend Level 4 Atk: 1200 Def: 1900 Once per turn, when a tuner monster is summoned, you can target that tuner monster; make one non-tuner monster you control a tuner, and if you do, the targeted monster is no longer a tuner. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Burned Castaway Effect/Tuner Monster Dark/Fiend Level 4 Atk: 1700 Def: 1400 If this card is in face-up defense position, switch the original atk and def of all face-up monster cards on the field. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer Marked Rain Effect Monster Dark/Fiend Level 4 Atk: 1800 Def: 1200 Once per turn, during either player's turn, you may declare one monster type or attribute. All face-up monsters currently on the field become this type or attribute. This effect can only be used once while this card is face up on the field. If a continuous spell or trap card would be destroyed by a card or monster effect, you can destroy this card; negate the effect. This effect of a "Ghost Writer" card can only be used once per turn. Ghost Writer The End King Synchro/Effect Monster Dark/Fiend Level 6 Atk: 2400 Def: 2400 1 "Ghost Writer" Tuner monster and 1 "Ghost Writer" non-tuner monster.
Continuous spell and trap cards on your side of the field cannot be destroyed. If this card is targeted for an attack by an opponent's monster, you may negate the attack, and if you do, it then becomes the opponent's End Phase. Once per turn, you may shuffle one "Ghost Writer" card or one continuous spell card into your deck; add one continuous trap card from your deck to your hand.
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Post by HHDeception on Nov 16, 2015 15:46:26 GMT -6
Frightfur/Fluffal Confusion Field Spell
If a "Frightfur" monster is targeted by a card effect, you may change the target to one "Fluffal" or "Edge Imp" monster you control, one of your opponent's monsters that you control. Once per turn, you may activate the following effect: Every "Fluffal" and "Edge Imp" monster in your hand and on the field is also considered a "Frightfur" monster until the End Phase. If this card is sent from your hand to the grave, you can add one "Frightfur" card from your deck to your hand. This effect of "Frightfur/Fluffal Confusion" can only be used once per turn.
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Post by Neo on Nov 19, 2015 3:59:26 GMT -6
I blame Mr High Definition Bunny. Number 144: Fallen Deity Vincent Number c144: Vengeful Deity Lazarus Stardust Deity Elia
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Post by HHDeception on Nov 19, 2015 13:35:06 GMT -6
Celeste's Gambit Normal Spell Card
The activation and effects of this card cannot be negated. Your opponent cannot activate cards or effects in response to this card's activation. Place any monster from your Hand, Deck, Graveyard, Banished Zone or Extra Deck into one of your empty monster zones. This monster is unaffected by card effects except its own effects and the effects of this card, and cannot leave the field except by the effects of this card. Return the monster to where it was at the start of this turn on your next Standby Phase. Unless you summon this monster again before the End Phase of your next turn, you lose the duel. You can only activate "Celeste's Gambit" once per duel.
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Post by HHDeception on Nov 24, 2015 13:38:44 GMT -6
Prismatic Crystal Fusion Spell
Fusion summon one "Crystal Beast" or "Rainbow" Fusion monster using monsters from your hand or field as Fusion Materials. If your opponent controls a monster special summoned from the Extra Deck, you may use one monster from your deck as Fusion Material. You can banish this card from your graveyard: tribute one "Crystal Beast" Fusion Monster and place "Crystal Beast" monsters from your deck face-up in your Spell/Trap zones as continuous spell cards, up to the number of materials used to fusion summon the tributed monster.
Di-Crystal Beast White Liger Level 5 Fusion/Effect Monster Light/Beast 2300/1000
Two "Crystal Beast" monsters. This card must be Fusion Summoned or Special Summoned by shuffling two "Crystal Beast" cards in your Spell/Trap zones into your deck, and cannot be summoned in other ways. When this card is summoned, shuffle all banished "Crystal Beast" monsters into your deck and gain 500 Life Points for each. While this card is face-up on the field, two additional "Crystal Beast" Monsters are considered to be face-up in your Spell/Trap zones. When this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the damage step.
Tri-Crystal Beast White Hydra Level 6 Fusion/Effect Monster Light/Beast 2500/2100
Three "Crystal Beast" monsters. This card must be Fusion Summoned or Special Summoned by shuffling three "Crystal Beast" cards in your Spell/Trap zones into your deck, and cannot be summoned in other ways. While this card is face-up on the field, three additional "Crystal Beast" Monsters are considered to be face-up in your Spell/Trap zones. Once per turn, you may discard a card; add from your deck to your hand one "Crystal Beast" or "Rainbow" monster with a level equal or less than the number of "Crystal Beast" cards face-up in your Spell/Trap zones.
Quad-Crystal Beast White Chimera Level 8 Fusion/Effect Monster Light/Beast 2800/2800
Four "Crystal Beast" monsters. This card must be Fusion Summoned or Special Summoned by shuffling four "Crystal Beast" cards you control into your deck, and cannot be summoned in other ways. When this card is summoned, you can shuffle all "Crystal Beast" monsters in your Spell/Trap zones into your deck, and if you do, shuffle a number of cards your opponent controls into the deck up to the number of your "Crystal Beast" cards shuffled by this effect. While this card is face-up on the field, four additional "Crystal Beast" Monsters are considered to be face-up in your Spell/Trap zones.
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Post by HHDeception on Dec 9, 2015 3:58:33 GMT -6
Incubator's Contract Spell Equip one "Soul Gem" Equip Spell card from your deck to an appropriate monster you control, then place two "Curse Counters" on it, and if you do, draw a card. The activation and effects of this card cannot be negated.
Soul Gem of Fire Equip Spell Equip only to one FIRE Normal monster you control. You can only control one "Soul Gem of Fire". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During either player's turn, you can place one "Curse Counter" on this card; destroy one card your opponent controls. You can only use this effect of "Soul Gem of Fire" once per turn. If this card leaves the field, you lose 1000 life points times the number of "Curse Counters" that were on this card.
Soul Gem of Water Equip Spell Equip only to one WATER Normal monster you control. You can only control one "Soul Gem of Water". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During either player's turn, when you take damage from a card in your opponent's possession, you can place one "Curse Counter" on this card; gain life points equal to the amount of damage you took. You can only use this effect of "Soul Gem of Water" once per turn. If this card leaves the field, you lose 1000 life points times the number of "Curse Counters" that were on this card.
Soul Gem of Wind Equip Spell Equip only to one WIND Normal monster you control. You can only control one "Soul Gem of Wind". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During either player's turn, when your opponent special summons a monster, you can place one "Curse Counter" on this card; return that monster to the hand. You can only use this effect of "Soul Gem of Wind" once per turn. If this card leaves the field, you lose 1000 life points times the number of Curse Tokens that were on this card.
Soul Gem of Earth Equip Spell Equip only to one EARTH Normal monster you control. You can only control one "Soul Gem of Earth". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During either player's turn, if an opponent's card effect targets a monster equipped with a "Soul Gem" equip spell card, you can place one "Curse Counter" on this card; negate the effect of that card and set it. You can only use this effect of "Soul Gem of Earth" once per turn. If this card leaves the field, take 1000 damage times the number of Curse Tokens that were on this card.
Soul Gem of Light Equip Spell Equip only to one LIGHT Normal monster you control. You can only control one "Soul Gem of Light". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During either player's turn, you can place one "Curse Counter" on this card; remove all "Curse Counters" from any other "Soul Gem" equip spell card. You can only use this effect of "Soul Gem of Light" once per turn. If this card leaves the field, you lose 1000 life points times the number of Curse Tokens that were on this card.
Soul Gem of Darkness Equip Spell Equip only to one DARK Normal monster you control. You can only control one "Soul Gem of Darkness". This card cannot be targeted by your opponent's card effects. The equipped monster cannot be tributed or used as summoning material. During your End Phase, place one "Curse Counter" on this card. If the equipped monster would be destroyed by battle or card effect, place one "Curse Counter" on this card instead. During your main phase, you can place one "Curse Counter" on this card; place one "Curse Counter" on all other "Soul Gem" equip spell cards you control. You can only use this effect of "Soul Gem of Darkness" once per turn. If this card leaves the field, you lose 1000 life points times the number of Curse Tokens that were on this card.
Curse Witch of <Attribute> Xyz/Effect Monster Rank 9 <Attribute>/Spellcaster 3000 ATK/3000 DEF You can only special summon this card by banishing one "Soul Gem of <Attribute>", and then using the monster it was equipped to as Xyz Material. When this monster is Special Summoned, banish all other cards you control. You do not take damage from the effects of "Soul Gem" cards. This card cannot be tributed or used as summoning material. This card gains the following effects depending on the number of "Curse Counters" that were on the banished "Soul Gem of <Attribute>".
4: This monster cannot be destroyed by battle or card effects. This monster gains 500 ATK. 5: When this monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the damage step. This monster gains 500 ATK. 6 or more: This monster's effects cannot be negated. Once per turn, during either player's turn, you can negate the effect of one card your opponent controls and destroy it.
You can detach 1 Xyz Material from this card to have it gain the following effect:
Fire: Once per turn, you can summon as many 3000/3000 level 9 FIRE/Spellcaster tokens as your opponent control cards. Water: Once per turn, you can deal 2000 damage to your opponent and gain 2000 life points. Wind: All monsters you control do piercing battle damage and can attack twice. Earth: Once per turn, you can take control of one monster your opponent controls. Light: Once per turn, you can special summon as many Banished monsters or monsters in either player's Graveyard as possible but you cannot summon again this turn. Dark: Once per turn, you can put one card on the opponent's field on top of their deck.
Also, if this card without Xyz Material is removed from the field, you lose the duel.
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Post by HHDeception on Dec 14, 2015 1:51:54 GMT -6
Because why not. Cherubi, Crown of the Lightsworn Level 1 LIGHT Fairy Effect Monster 0 ATK/0 DEF
You can only use one effect of "Cherubi, Crown of the Lightsworn" each turn, and only once per turn. You can discard this card from your hand; send the top card of your deck to the Graveyard. If this card is in your Graveyard, except the turn this card was sent to the Graveyard, you can use one of the following effects:
1. You can place 1 "Lightsworn" card from your hand on the top of the Deck; Special Summon this card, but banish it when it leaves the field. 2. Banish this card from your Graveyard; Target 1 Spell or Trap card with the word "Lightsworn" in its effect in your graveyard; add it to your hand.
Judgement Serpent Level 8 LIGHT Wyrm Fusion/Effect Monster 2800 ATK/2800 DEF
3 or more "Lightsworn" Monsters This card can also be Fusion Summoned by sending the above monsters you control to the Graveyard (you do not need to use "Polymerization"). If this card would be destroyed by a card effect, you can send one card from the top of your Deck to the Graveyard instead. During your Main Phase, if there are 4 or more "Lightsworn" monsters with different names in your Graveyard: you can target 1 "Judgement Dragon" in your Graveyard, Special Summon it.
Binding of the Lightsworn Ritual Spell
This card can be used to Ritual Summon "Lightsworn Stone of Judgement". Tribute monsters from your hand or field who's levels exactly equal 8, then Ritual Summon 1 "Lightsworn Stone of Judgement" from your Hand or Graveyard. If this card is in your Graveyard: banish 2 "Lightsworn" monsters from your Graveyard; add this card to your hand. This effect of "Binding of the Lightsworn" can only be used once per turn.
Lightsworn Stone of Judgement Level 8 LIGHT Rock Ritual/Effect Monster 0 ATK/3000 DEF
You can target one "Lightsworn" monster or "Judgement Dragon" in your Graveyard. Send cards from the top of your Deck to your Graveyard equal to that target's level, then Special Summon that target. You may only use this effect of "Lightsworn Stone of Judgement" once per turn.
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Post by HHDeception on Dec 16, 2015 16:08:30 GMT -6
@xxxmystxxx
Neo Space NEX Field Spell
This card's name is always considered to be "Neo Space". This card cannot be targeted by your opponent's cards. You can use each of the following effects once per turn:
1. You may Normal Summon "Elemental HERO Neos" or "Elemental HERO Neos Alius" without tributing in addition to your regular Normal Summon/Set. 2. You may shuffle one "Neo-Spacian" monster into your deck to Special Summon one monster of the same name from your Extra Deck. This counts as a Special Summon by the effect of "NEX". 3. You may Special Summon "Chrysalis" monsters from your Deck up to the number of monsters your opponent controls, but you cannot use these monsters as Xyz or Synchro Material. 4. If an "Elemental HERO" Fusion Monster you control shuffles itself into your Extra Deck by its own effect, you can Special Summon one "Neo-Spacian" monster and one "Elemental HERO Neos" from your Hand or Deck, and if you do, you can immediately Special Summon a different "Neo-Spacian" Monster from your Extra Deck using its listed summoning method, but its effects are negated this turn.
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Post by Neo on Dec 16, 2015 16:21:57 GMT -6
Because why not. Cherubi, Crown of the Lightsworn Level 1 LIGHT Fairy Effect Monster 0 ATK/0 DEF
You can only use one effect of "Cherubi, Crown of the Lightsworn" each turn, and only once per turn. You can discard this card from your hand; send the top card of your deck to the Graveyard. If this card is in your Graveyard, except the turn this card was sent to the Graveyard, you can use one of the following effects:
1. You can place 1 "Lightsworn" card from your hand on the top of the Deck; Special Summon this card, but banish it when it leaves the field. 2. Banish this card from your Graveyard; Target 1 Spell or Trap card with the word "Lightsworn" in its effect in your graveyard; add it to your hand.
Judgement Serpent Level 8 LIGHT Wyrm Fusion/Effect Monster 2800 ATK/2800 DEF
3 or more "Lightsworn" Monsters This card can also be Fusion Summoned by sending the above monsters you control to the Graveyard (you do not need to use "Polymerization"). If this card would be destroyed by a card effect, you can send one card from the top of your Deck to the Graveyard instead. During your Main Phase, if there are 4 or more "Lightsworn" monsters with different names in your Graveyard: you can target 1 "Judgement Dragon" in your Graveyard, Special Summon it.
Binding of the Lightsworn Ritual Spell
This card can be used to Ritual Summon "Lightsworn Stone of Judgement". Tribute monsters from your hand or field who's levels exactly equal 8, then Ritual Summon 1 "Lightsworn Stone of Judgement" from your Hand or Graveyard. If this card is in your Graveyard: banish 2 "Lightsworn" monsters from your Graveyard; add this card to your hand. This effect of "Binding of the Lightsworn" can only be used once per turn.
Lightsworn Stone of Judgement Level 8 LIGHT Rock Ritual/Effect Monster 0 ATK/3000 DEF
You can target one "Lightsworn" monster or "Judgement Dragon" in your Graveyard. Send cards from the top of your Deck to your Graveyard equal to that target's level, then Special Summon that target. You may only use this effect of "Lightsworn Stone of Judgement" once per turn.
I want. Use your bunny powers to make them real. I will reward you with untold riches if you do.
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Post by Deleted on Dec 16, 2015 16:25:20 GMT -6
@xxxmystxxx Neo Space NEX Field Spell This card's name is always considered to be "Neo Space". This card cannot be targeted by your opponent's cards. You can use each of the following effects once per turn: 1. You may Normal Summon "Elemental HERO Neos" or "Elemental HERO Neos Alius" without tributing in addition to your regular Normal Summon/Set. 2. You may shuffle one "Neo-Spacian" monster into your deck to Special Summon one monster of the same name from your Extra Deck. This counts as a Special Summon by the effect of "NEX". 3. You may Special Summon "Chrysalis" monsters from your Deck up to the number of monsters your opponent controls, but you cannot use these monsters as Xyz or Synchro Material. 4. If an "Elemental HERO" Fusion Monster you control shuffles itself into your Extra Deck by its own effect, you can Special Summon one "Neo-Spacian" monster and one "Elemental HERO Neos" from your Hand or Deck, and if you do, you can immediately Special Summon a different "Neo-Spacian" Monster from your Extra Deck using its listed summoning method, but its effects are negated this turn. Amazing. But The Fusions wouldn't self shuffle wih the card in the field, would they? It would definitely give them some viability
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Post by HHDeception on Dec 16, 2015 16:35:41 GMT -6
The original Neo Space field kept them from self-shuffling. This one replaces it, so it does something different. You have to switch out Neo Spacian fusions every turn, including your opponent's turn, so I thought it would keep things interesting.
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