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Post by HHDeception on Jan 21, 2016 13:11:27 GMT -6
Frightfur Rat Level 7 DARK Fiend Fusion/Effect Monster 0 ATK/3000 DEF "Fluffal Mouse" + 1 "Edge Imp" Monster When this card is Fusion Summoned, your opponent cannot activate cards or effects for the rest of the turn. Your opponent cannot target another "Frightfur" monster you control with card effects.
Frightfur Raptor Level 5 DARK Fiend Fusion/Effect Monster 500 ATK/2000 DEF "Fluffal Owl" + 1 or more "Edge Imp" Monsters When this card is Special Summoned, you can reveal 2 "Fluffal" cards from your deck; randomly add 1 to your hand, and place the other on top of your deck. This card gains 1000 ATK for each other "Frightfur" monster you control.
Frightfur Grizzly Bear Level 8 DARK Fiend Fusion/Effect Monster 2500 ATK/2100 DEF 1 "Frightfur" Fusion monster + 1 or more "Fluffal" or "Edge Imp" monsters. When this card is Fusion Summoned, you can equip monsters in the Graveyard used as Fusion Material for this Fusion Summon to this card as Equip Spell Cards. During either player's turn, you can send 1 card equipped to this monster to the Graveyard; negate the effects of one face-up card on the field.
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Post by federico585 on Jan 22, 2016 14:00:36 GMT -6
Requesting the Madoka custom cards HHD said he made.
As for my input...
Bald HERO Saitama Lv. 1 DIVINE Divine-Warrior Effect Monster ∞ ATK/∞ DEF This card's summon cannot be negated. This card is unaffected by any effects. This card cannot be destroyed by battle or effect. This card can attack your opponent directly. If this card attacks your opponent directly, you win the match.
B A L A N C E D
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Post by HHDeception on Jan 22, 2016 14:04:38 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 0 ATK/ 0 DEF You can only special summon this card by removing all "Curse Counters" from one "Soul Gem of <Attribute>" and then banishing it, and then using the monster it was equipped to as Xyz Material. When this monster is special summoned, set all spell cards you control, then banish all other cards you control. 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 removed from "Soul Gem of <Attribute>".
3: This Monster gains 3000 ATK and 3000 DEF 4: This monster cannot be destroyed by battle 5: When this monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the damage step. 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.
Also an OP elemental effect you gain by detaching (banishing the detached material) that I'm too lazy to write out right now.
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 and gain 2000 lp Wind: All monsters you control do piercing battle damage and can attack twice. Earth: Once per turn, during either player's turn, you can take control of one monster your opponent controls. Light: Once per turn, you can special summon as many banished or graved monsters as possible but you cannot special summon again this turn. Dark: Once per turn, during either player's turn, you can put one card on the opponent's field on top of their deck.
If you use the detach effect, if the Curse Witch is removed from the field, you lose the duel.
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Post by HHDeception on Jan 22, 2016 16:01:41 GMT -6
Journey to the Outer Dimension Quickplay Spell Banish one Normal Spellcaster-type Monster you control; Special Summon one Normal Spellcaster-type Monster from your hand or deck. If you banished a "Magic Swordsman" monster, your opponent cannot activate cards or effects in response to this card or Special Summon. If you Special Summoned "Trance the Magic Swordsman", destroy either all face-up or all face-down Spell and Trap cards your opponent controls.
The Outer Rim Continuous Spell During either player's main phase, you can activate this effect: Tribute Summon one level 5 or higher Normal Spellcaster-type Monster from your Hand or Graveyard. You cannot Normal Summon the turn you activate this effect. Once per turn, if you control a Normal Spellcaster-type Monster, you can discard a Spell card to add one Quickplay Spell Card from your deck to your hand, but you cannot activate cards with the same name as that card this turn.
Magical Sword Dimension Slash Quickplay Spell You can only activate this card if you control a "Magic Swordsman" monster. Banish 1 card on your opponent's side of the field.
Outer Dimension Wormhole Quickplay Spell You can only activate this card if you control a Normal Spellcaster-type Monster. If your opponent controls more monsters than you do, banish all monsters on the field except "Magic Swordsman" monsters. Special Summon these banished monsters back to the field during the End Phase of the turn this card was activated.
Outer Dimension Reincarnation Quickplay Spell You can only activate this card if you control a "Magic Swordsman" monster. Shuffle all banished cards into the deck, and if you do, draw two cards.
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Post by federico585 on Jan 22, 2016 16:53:21 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 0 ATK/ 0 DEF You can only special summon this card by removing all "Curse Counters" from one "Soul Gem of <Attribute>" and then banishing it, and then using the monster it was equipped to as Xyz Material. When this monster is special summoned, set all spell cards you control, then banish all other cards you control. 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 removed from "Soul Gem of <Attribute>".
3: This Monster gains 3000 ATK and 3000 DEF 4: This monster cannot be destroyed by battle 5: When this monster attacks or is attacked, your opponent cannot activate cards or effects until the end of the damage step. 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.
Also an OP elemental effect you gain by detaching (banishing the detached material) that I'm too lazy to write out right now.
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 and gain 2000 lp Wind: All monsters you control do piercing battle damage and can attack twice. Earth: Once per turn, during either player's turn, you can take control of one monster your opponent controls. Light: Once per turn, you can special summon as many banished or graved monsters as possible but you cannot special summon again this turn. Dark: Once per turn, during either player's turn, you can put one card on the opponent's field on top of their deck.
If you use the detach effect, if the Curse Witch is removed from the field, you lose the duel.
Ooooh, so it's an equip spell themed deck? Very interesting. But you know what that means! (Minus the fact that he's a synchro and is only EARTH (DARK if you use the other version)
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Post by HHDeception on Jan 22, 2016 17:13:11 GMT -6
The idea is that normal monsters make contracts with the incubator to be granted powerful effects through a Soul Gem. Once they use its effects enough you can have the Soul Gem break and Xyz up to the boss monster. Also in theme, you suffer massive penalties when you use those effects.
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Post by federico585 on Jan 22, 2016 17:26:14 GMT -6
The idea is that normal monsters make contracts with the incubator to be granted powerful effects through a Soul Gem. Once they use its effects enough you can have the Soul Gem break and Xyz up to the boss monster. Also in theme, you suffer massive penalties when you use those effects. Seems fitting. Lol maybe there can even be card versions of their God and Devil forms in the endings, that while they're OP and don't have severe downsides like the witches (or less so), they're a pain to actually summon, so you'd have to build the deck specifically for them like Shooting Quasar.
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Post by HHDeception on Jan 22, 2016 17:47:04 GMT -6
Cursed Goddess of Miracles Level 12 DIVINE Spellcaster Fusion/Effect Monster 0 ATK/0 DEF 5 "Curse Witch" Monsters with different names. You must Fusion Summon this card by banishing the above monsters you control, ignoring their effects (you do not use Polymerization). If you Summon this card, you cannot lose the duel due to the effects of this card or a "Curse Witch" card. This card gains the combined effects of all cards used for its Fusion Summon. If all of this card's Fusion Materials had no Xyz Materials attached, and all had their 6 "Curse Counter" effects, then when you Summon this card you win the duel.
Cursed Demon of Love Level 12 DIVINE Spellcaster Xyz/Effect Monster 5000 ATK/5000 DEF 1 level 12 Monster This card can only be Summoned by using a "Cursed Goddess of Miracles" you control as Xyz Material, ignoring its effects. When this card is summoned, your life points become 0, and banish all cards in your Hand, Deck, and Graveyard. While this card is on the field, you cannot lose the duel. This card gains all the effects that the "Cursed Goddess of Miracles" used to summon this card had. You can detach 1 Xyz Material from this card: This duel ends in a draw.
Because who doesn't want to Overlay Homura and Madoka?
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Post by federico585 on Jan 22, 2016 18:10:43 GMT -6
Cursed Goddess of Miracles Level 12 DIVINE Spellcaster Fusion/Effect Monster 0 ATK/0 DEF 5 "Curse Witch" Monsters with different names. You must Fusion Summon this card by banishing the above monsters you control, ignoring their effects (you do not use Polymerization). If you Summon this card, you cannot lose the duel due to the effects of this card or a "Curse Witch" card. This card gains the combined effects of all cards used for its Fusion Summon. If all of this card's Fusion Materials had no Xyz Materials attached, and all had their 6 "Curse Counter" effects, then when you Summon this card you win the duel. Cursed Demon of Love Level 12 DIVINE Spellcaster Xyz/Effect Monster 5000 ATK/5000 DEF 1 level 12 Monster This card can only be Summoned by using a "Cursed Goddess of Miracles" you control as Xyz Material, ignoring its effects. When this card is summoned, your life points become 0, and banish all cards in your Hand, Deck, and Graveyard. While this card is on the field, you cannot lose the duel. This card gains all the effects that the "Cursed Goddess of Miracles" used to summon this card had. You can detach 1 Xyz Material from this card: This duel ends in a draw. Because who doesn't want to Overlay Homura and Madoka? The best petfu obv. Also I imagine by the time one has accumulated the turns and resources to finally summon Homura, they're going for a stylish finish than draw lol
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Post by HHDeception on Jan 22, 2016 18:19:33 GMT -6
Madoka is the stylish win. IMO a draw suits the ending of Rebellion more.
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Post by Neo on Jan 22, 2016 18:38:23 GMT -6
Requesting the Madoka custom cards HHD said he made. As for my input... Bald HERO Saitama Lv. 1 DIVINE Divine-Warrior Effect Monster ∞ ATK/∞ DEF This card's summon cannot be negated. This card is unaffected by any effects. This card cannot be destroyed by battle or effect. This card can attack your opponent directly. If this card attacks your opponent directly, you win the match. B A L A N C E D About as balanced as he was in the anime. Edit: Although, with that wording, he's unaffected by his own effect too, so he's essentially just an infinite atk/def normal monster.
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Post by HHDeception on Jan 22, 2016 19:03:47 GMT -6
My version of Saitama:
This monster is unaffected by card effects except its own. If this monster battles, during damage calculation, its ATK is equal to 100+ the battling opponent monster's ATK. If a monster is not destroyed after battle with this card, send it to the Graveyard. This monster cannot declare a direct attack, or an attack against any defense position monster, or any attack position monster with an ATK lower than 8000. If this monster deals battle damage to your opponent during your turn, you win the duel.
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Post by Deleted on Jan 22, 2016 19:47:18 GMT -6
Digital Child Guilmon Level 3 DARK Dragon/Effect Atk: 1500 Def:500 If this card on the field attacks an opponent's monster, it gains 500 Atk until the end of the damage step. This card can "Digivolve" into Growlmon.
Digivice D-Arc Red Quickplay spell Target one Digital Child card you control. Send it to the graveyard and summon one monster in that card's description from your hand, deck, or Graveyard.
Digital Adult Growlmon Level 6 FIRE Dragon/Effect Atk: 2500 Def:1500 Once per turn: you can negate the activation of one spell card and this card gains 700 ATK permanently. This card can "digivolve" to Megadramon and WarGrowlmon.
Blue Matrix Card Quickplay Spell Target one Digital Adult Monster card on the field. Send it to the graveyard and special summon one monster card from the target's description from you hand, deck, or graveyard.
WarGreymon's shield of Courage Equip Spell Any "Digital" Monster equipped with this card gains 2000 Def. If the card this card is equipped to woulf be destroyed, you can destroy this card instead.
Digital Perfect WarGrowlmon Level 9 FIRE Dragon/Effect Atk:3500 Def:2500 Once per turn during either player's turn, you can negate the activation of one spell/trap card. For each activation negated, this card gains 1000 Atk and 500 Def. This monster can "digivolve" to Galantmon and Megidramon.
Digivice D-Arc Red/Green/Yellow/Blue Bio Quickplay spell Target one Digital Perfect monster on the field. Send it to the graveyard. Then special summon one monster card in the description of the sent monster's.
Digivice D-Arc Gold Quickplay spell Target any Digital Monster. Send it to the graveyard and special summon one monster card from the sent card's description. This summon cannot be negated. The summoned monster is not affected by battle or any card effects until your opponent's next end phase.
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Post by Neo on Jan 22, 2016 20:00:48 GMT -6
My version of Saitama: This monster is unaffected by card effects except its own. If this monster battles, during damage calculation, its ATK is equal to 100+ the battling opponent monster's ATK. If a monster is not destroyed after battle with this card, send it to the Graveyard. This monster cannot declare a direct attack, or an attack against any defense position monster, or any attack position monster with an ATK lower than 8000. If this monster deals battle damage to your opponent during your turn, you win the duel. Eh. I'd say make it 4000, 5000 at the most. There simply aren't enough monsters that can go that high- unless that's the whole point.
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Post by Deleted on Jan 22, 2016 20:06:16 GMT -6
Digital Perfect Megadramon Level 8 DARK Dragon/Effect Atk:2700 Def: 1200 Once per turn, you can destroy cards in your opponent's spell and trap card zone up to the number of DARK Dragon "Digital" Monster cards in your graveyard. This monster can "digivolve" to MachineDramon.
Digital Ultimate Machinedramon Level 10 EARTH Dragon/Effect Atk:3400 Def: 3000 Once per tur: This card gains 400 Def and loses 400 Atk. Switch this monster card to Face-up defense position. It cannot be destroyed by Battle or Monster effect. This Monster can digivolve to ChaosDromon or HiMachinedramon.
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Post by HHDeception on Jan 22, 2016 21:43:06 GMT -6
My version of Saitama: This monster is unaffected by card effects except its own. If this monster battles, during damage calculation, its ATK is equal to 100+ the battling opponent monster's ATK. If a monster is not destroyed after battle with this card, send it to the Graveyard. This monster cannot declare a direct attack, or an attack against any defense position monster, or any attack position monster with an ATK lower than 8000. If this monster deals battle damage to your opponent during your turn, you win the duel. Eh. I'd say make it 4000, 5000 at the most. There simply aren't enough monsters that can go that high- unless that's the whole point. That's the whole point. Also, digivolution could work like the LV cards. Make Xyz digimon that absorb monsters they destroy as "data"... Cyberdragoninfinimon?
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Post by Neo on Jan 22, 2016 22:07:50 GMT -6
Red-Eyes Fellwing Dragon Lv 4 Dark Dragon Pendulum/Effect Scale 1 1800 ATK 1600 DEF Pendulum Effect: You can only Pendulum Summon "Red-Eyes" and "Archfiend" monsters. This effect cannot be negated. Once per turn, you can send cards from your deck, hand, or side of the field to the graveyard to Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material. You cannot Normal or Special Summon other monsters on the turn you activate this effect.
Monster Effect: You can tribute this card; Special Summon one Lv 1 monster from your hand or grave. If this card is in your graveyard or Extra Deck during your Standby Phase because it was sent there from the field, you can discard one level 7 or lower "Red-Eyes" or "Archfiend" card from your hand; Add this card to your hand. You can only use 1 "Red-Eyes Fellwing Dragon" effect per turn, and only once that turn.
Red-Eyes Grimclaw Dragon Level 7 Dark Dragon Pendulum/Effect Scale 8 2500 ATK 1200 DEF Pendulum Effect: You can only Pendulum Summon "Red-Eyes" and "Archfiend" monsters. This effect cannot be negated. Once per turn, if you have another "Red-Eyes" card in your Pendulum Zone, you can select one face-up XYZ Monster and one face-up Normal Monster you control; Until the End Phase, give that XYZ Monster the selected Normal Monster's level. These changes last even if this card leaves the field. Once per turn, you can banish one level 7 or lower "Red-Eyes" or "Archfiend" card from your graveyard; Special Summon one level 1 monster from your hand, and if you do, it is considered a Tuner Monster until the end of this turn.
Monster Effect: Once per turn, you can reveal the top 3 cards of your deck, and if a "Red-Eyes B. Dragon" or "Summoned Skull" is revealed by this effect, you can send that card to the graveyard to inflict 1200 damage to your opponent. This card cannot attack the turn you activate this effect. If this card is destroyed by your opponent's card(Either by battle or effect) and sent to your Extra Deck; During your next Standby Phase, you can shuffle 1 level 7 "Red-Eyes" monster from your grave into your deck and add this card to your hand. This card is always treated as a "Archfiend" monster.
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Post by Deleted on Jan 22, 2016 22:08:33 GMT -6
Eh. I'd say make it 4000, 5000 at the most. There simply aren't enough monsters that can go that high- unless that's the whole point. That's the whole point. Also, digivolution could work like the LV cards. Make Xyz digimon that absorb monsters they destroy as "data"... Cyberdragoninfinimon? Thought about it. But that would be more along the lines of DigiXross. Fusion is obviously DNA digivolution.
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Post by Deleted on Jan 22, 2016 22:51:59 GMT -6
Digital Ultimate Megidramon Level 12 DARK Dragon/Effect Atk:5000 Def:0 Once per turn, this card gains 1000 Atk for each card your opponents controls until the end phase of the turn this effect is activated. This card is not effected by monster effects.
Digital Ultimate Gallantmon Level 11 LIGHT Warrior/Dragon/Effect Atk: 5000 Def:3500 Once per turn, you can target your opponent's card, up to the number of cards you have in your hand, and banish them.
Digital Anamoly GRANI Level 4 LIGHT Effect Atk:1000 Def:1000 You can special summon this card, while Digital Ultimate Gallantmon is on the field from your hand or graveyard. Once per turn, during either player's turn, you can negate an attack.
Digital SUPER ULTIMATE GALLANTMONCM Level 12 DIVINE Warrior/Effect/Fusion Atk:7000 Def:5000 Digital Ultimate Gallantmon + Digital Anamoly GRANI Once per turn, during either player's turn, you can target any number of banished cards and move them to the graveyard. Once per turn, you may banish any number of cards from your hand and gain 1000 life points for each. This card is not effected by Spell,trap, and monster effects. It can only be destroyed by battle by a DARK monster.
Calumon's Playtime Quickplay spell Send any number of Digital monster cards to the graveyard. Gain 500 life points for each sent.
Calumon's Attack Quickplay Spell Digivolve any number of Digital monsters you control.
Calumon's tears Quickplay Spell Target any 3 cards in your graveyard and shuffle them into the deck. Draw 3 cards.
Calumon's Search And Rescue Quickplay Spell Add 1 Digital Rookie from your deck to your hand.
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Post by Neo on Jan 22, 2016 23:30:26 GMT -6
Red-Eyes Archfiend of Flames Level 6 Dark Fiend Gemini/Effect 2500 ATK 1200 DEF Effect: This card is treated as a Normal Monster while face-up on the field, in the deck, or in the graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect: Once per turn, you can discard 1 card to destroy up to 2 spells and traps your opponent controls.
The Red Stone of Glory Level 1 Dragon Effect 0 ATK 0 DEF Effect: You can discard this card from your hand; Add 1 level 7 or lower "Red-Eyes" monster from your deck to your hand. You can tribute this card; Special Summon 1 level 1 monster from your deck, besides "The Red Stone of Glory", but send it to the graveyard during the End Phase of this turn. You can only use one of these effects of "The Red Stone of Glory" per turn, and only once that turn. If this card is Special Summoned, you can shuffle one level 4 or lower monster in your graveyard back into your deck and draw 1 card.
The Yellow Stone of Knowledge Level 1 Dragon Effect 0 ATK 0 DEF Effect: You can discard this card from your hand; Add 1 "Red-Eyes" or "Archfiend" spell/trap card from your deck to your hand. You can tribute this card; Special Summon 1 level 7 or lower "Red-Eyes" card from your hand, graveyard, or banished zone. You can only use one of these effects of "The Yellow Stone of Knowledge" per turn, and only once that turn. If this card is sent to your graveyard(Aside from its own effect); you can Special Summon 1 level 4 or lower monster from your graveyard.
Red-Eyes Ultimate Black Flare Dragon Rank 7 XYZ/Pendulum/Effect Scale 8 3000 ATK 2800 DEF Pendulum Effect: Once per turn, if you have another "Red-Eyes" card in your Pendulum Zone, you can shuffle 3 monsters from your graveyard into your deck; Draw two cards, and if any of those were "Red-Eyes" cards, you can inflict 500 damage to your opponent. While this card is face-up in your Pendulum Zone, your opponent takes 500 damage each time they activate a card or effect.
Monster Effect: If you can Pendulum Summon level 7, you can Pendulum Summon this card. This card is unaffected by your opponent's card effects. If this card is XYZ summoned using "Red-Eyes Flare Metal Dragon" as XYZ material, it gains the following effects:
*This card can make up to 2 attacks on monsters each battle phase. *If this card is destroyed by battle, you can banish the monster that destroyed it and inflict half of that banished monster's ATK as damage to your opponent. If you do so, you can place this card from your Extra Deck directly into your Pendulum Zone.
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