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Thread: Official Create-a-Card Thread

  1. #2271
    Registered User Volteccer's Avatar
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    Santa's Workshop
    Field Spell Card
    Once per turn, choose one of the following effects:
    * Special Summon 1 monster from your hand to your opponent's side of the field. You cannot normal summon this turn.
    * Activate 1 Continuous Spell from your hand, and place it in one of your opponent's open spell & Trap zones.

    Santa's helper
    LIGHT
    Level 1
    Fairy/Effect
    When this card is Special Summoned: Special Summon as many "Santa's Helper", and up to 1 Santa Claws," from either player's deck to their opponent's side of the field. If your opponent controls no monsters, and you control "Santa Claws" you cannot attack.
    ATK/ 0 DEF/ 0

    Christmas Present
    Continuous Spell Card
    When this card is activated: each player can add one Continuous Spell Card from their deck to their hand.

    Season's Greetings
    Spell Card
    Deal 1000 points of damage to your opponent for each card they control that you own.

    A little christmas deck I worked up. Your goal is to give your opponent cards (and clog their field). Season's Greetings is your main win condition.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  2. #2272
    Registered User Starlight Magician's Avatar
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    Quote Originally Posted by ScionStorm View Post
    Adapting some cards from the GX manga.

    Dragonic Warrior
    FIRELevel
    [Dragon/Effect]

    When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower Dragon-Type monster other than "Dragonic Warrior" from your hand or Deck but that monster cannot attack this turn. When a Dragon-Type monster you control attacks a Defense Position monster who's DEF is lower than the attacking monster's attack, you can discard this card from your hand; the attacking monster inflicts Piercing battle damage this turn.

    ATK 1500/DEF 1000
    I don't like the synergy with dracoslayers.

  3. #2273
    Registered User EmperorShun's Avatar
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    Since we got some B.E.S. Support, lets make the deck even better!

    Origin depicts the Gradius related counterpart, as all of these cards are based on existing things.

    Lets start with the retrains from the unreleased anime cards B.E.S. Assault Core & Shield Recovery.


    B.E.S. Asault Core
    Level 4 LIGHT Machine-Type Effect Monster
    ATK 1300 DEF 2000

    (1)If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand.
    (2)This card cannot be destroyed by battle.
    (3)You can Tribute this card to Special Summon 1 "B.E.S." monster or "Big Core" monster from your hand and put 2 counters on it.
    (4)You can banish this card from your Graveyard to return 1 card on the field to its owners hand.

    Origin


    Shield Recovery
    Quick-Spell

    (1)Target 1 face-up "B.E.S." monster or "Big Core" monster you control; Place 3 counters on it.
    (2)You can banish this card from your Graveyard, add 1 "B.E.S." monster or "Big Core" monster from your Deck to your hand.

    Origin


    And now for the completly new cards this deck would benefit from:

    B.E.S. Big Core MK-3
    Level 6 DARK Machine-Type Effect Monster
    ATK 2500 DEF 1100

    (1)You can Tribute 1 "Big Core" monster to Special Summon this card from your hand.
    (2)When this card is Normal- or Special Summoned, place 3 counters on it.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
    (3)If this card destroys a monster by battle, it can attack again.

    Origin


    B.E.S. Big Core MK-4
    Level 6 DARK Machine-Type Effect Monster
    ATK 2600 DEF 1100

    (1)When 1 or more "B.E.S." monster(s) and/or "Big Core" monster(s) are destroyed, you can Special Summon this card from your hand.
    (2)When this card is Normal- or Special Summoned, place 3 counters on it.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
    (3)This card gains ATK X200 for each "B.E.S." monster of "Big Core" monster in your Graveyard with a different name.

    Origin


    B.E.S. Plant Core
    Level 7 WIND Machine-Type Effect Monster
    ATK 1700 DEF 2300

    (1)When this card is Normal Summoned, place 3 counters on it.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
    (2)Once per turn, during either players turn, when your opponent activates a card or an effect,you can remove 1 counter on this card, negate that effect

    Origin


    B.E.S. Dellinger Core
    Level 5 WATER Machine-Type Effect Monster
    ATK 2200 DEF 500

    (1)When this card is Normal Summoned, place 3 counters on it.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
    (2)Once per turn, you can remove 1 counter on this card to destroy 1 monster Card on the field.

    Origin


    B.E.S. Big Boss Metal Slave
    Level 8 EARTH Machine-Type Effect Monster
    ATK 3200 DEF 3200

    (1)When this card is Normal- or Special Summoned, place 5 counters on it.
    This card can only be Special Summoned with its own effect.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
    (2)Your opponent cannot target or destroy other cards you control with card effects, also he cannot attack other monsters
    (3)You can tribute 3 "B.E.S." monsters and/or "Big Core" monsters to Special Summon this card from your hand or Graveyard.
    (4)Once per turn, you can remove any amount of counters from this card, destroy that amount of cards on the field.
    (5)If this card destroys a monster by battle, banish it.

    Origin
    (yes this has 5 effects to reflect his 5 cores)


    I challenge you to make your own B.E.S. monster based of Gradius, better saying based of the Bacterian Empire Ships.
    All Monsters should have the clause:

    When this card is Normal (or Special) Summoned, place X counters on it.
    This card cannot be destroyed by battle.
    If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.


    Special Summon Counter gaining should only be avaible if its a Big Core monster or a High Tier Boss. The Counters should be standart 3, but can vary depending on the "gates" a monster has. Effects should reflect the monsters origin, as an example, Dellinger Core can destroy monsters because it has many lasers or Plant Core can negate things because the wiki states "The tricky part is that the "hands" also block incoming fire".

    I look foreward to see some creative additions to the B.E.S. theme.
    Warera wa hitotsu ni

  4. #2274
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    I don't like the synergy with dracoslayers.
    Here, how's this?
    Dragonic Warrior
    FIRELevel
    [Dragon/Effect]

    When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower Dragon-Type "Dragon" monster other than "Dragonic Warrior" from your hand or Deck but that monster cannot attack this turn. When a Dragon-Type monster you control attacks a Defense Position monster who's DEF is lower than the attacking monster's attack, you can discard this card from your hand; the attacking monster inflicts Piercing battle damage this turn.

    ATK 1500/DEF 1000
    Also, another of Chazz's monsters.

    Samsara Dragon
    DARKLevel
    [Dragon/Effect]

    Once per turn, Banish this card in the Graveyard to target 1 Dragon-Type "Dragon" monster in your Graveyard; negate it's effects until the End Phase and then Special Summon it. If a "Samsara, Dragon of Rebirth" you control is destroyed and sent to the Graveyard, you can send this Banished monster to the Graveyard.

    ATK 0/DEF 0

    With my Tuner version of Armored Dragon being level 4 (originally so it could summon Light End and Dark End Dragons) and Samsara, Dragon of Rebirth being level 5, Samsara Dragon's original level of 1 makes it perfect for tuning by Armored Dragon.
    Last edited by ScionStorm; 27th December 2016 at 12:34 AM.

  5. #2275
    Registered User Destiny91's Avatar
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    Shadow Arc Paladin
    DARK/*******
    Spellcaster/Synchro/Effect
    2400/1800
    1 Tuner + 1 or more non-Tuner monsters.
    You can only use each Effect of "Shadow Arc Paladin" once per turn.
    (1)If this card is Synchro Summoned using a "Magician" Pendulum monster as Synchro material, you can target 1 Spellcaster-type monster in your graveyard: Special Summon it in face-up DEF position.
    (2)Once per turn, during either player's turn, you can target 1 ATK position monster on the field: Switch it into face-up DEF position.
    (3)If this card that was succesfully Synchro Summoned and is currently in your graveyard would be returned to the Extra deck, you can Special Summon it instead.

    Samsara High Paladin
    DARK/**********
    Spellcaster/Synchro/Pendulum/Effect
    3500/2000 PS 1/1
    Pendulum Effect:
    During your opponent's turn, you take half the damage from battles involving Pendulum monsters you control. Once per turn, during either player's turn, if you would take damage higher than 1000, you can destroy 1 Pendulum monster you control instead.
    Monster Effect:
    1 Tuner + 1 or more non-Tuner Synchro monsters.
    For this card's Synchro Summon, you can treat 1 Pendulum Summoned Pendulum Monster you control as a Tuner. The (1), (2) and (3) Effects of "Samsara High Paladin" can only be used once per turn.
    (1)If this card is Synchro Summoned using a Pendulum monster as Synchro material, you can activate 1 of these Effects:
    *Special Summon 1 Pendulum monster from your graveyard or (face-up) on your Extra deck.
    *Target 1 Spell or Trap card in your graveyard and add it to your hand.
    (2)During either player's turn, if you have Pendulum monsters in both of your Pendulum zones, you can make this card gain 500 ATK.
    (3)During either player's turn, you can tribute 1 other monster you control: Continuous Effects of cards that prevent you from activating cards or Effects are negated until the end of this turn (Your opponent may still negate the Effect of that card(s) if able).
    (4)If this card on your Monster zone is destroyed by battle or by a card Effect, you can place it on 1 of your empty Pendulum zones.


    The (3) Effect of Samsara is a just way to prevent the typical Armades/S39 Effect when battling them. This does not negate "Skill Drain" and those types of cards. But writing it in the card's text would be really annoying, so here it is.
    Last edited by Destiny91; 28th December 2016 at 02:04 AM.


  6. #2276
    Registered User King's Avatar
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    I think i'll start to use OCG Wording again.

  7. #2277
    Registered User Drakylon's Avatar
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    Oh, well then. I may have been gone for a bit too long, seeing as I completely missed Baroque's contest results.

    For this next contest, I wanted to e things up with some festive cheer. Although the holidays for the most part have already passed, the spirit of giving takes no breaks. And for this contest, my challenge is for you to create a serviceable archetype with no effects that hinder an opponent's ability to play, balanced in a metagame with similar restrictions. This includes any effect that can be worded as starting with "Your opponent cannot" or "Neither player can", usually continuous; basically, floodgates. Examples include Gravity Bind, Anti-Spell Fragrance, Vanity's Emptiness, Shock Master and Necrovalley, as well as such globally oppressive continuous effects as Jinzo, Fiendish Chain, Royal Decree, Trap Stun and Macro Cosmos. This noticeably does not include removal and non-continuous negation (both battle and effect), though try not to have too many of them. Basically just make an archetype that's fun to play against.

    For easy recognition of contest entries, please tag your post with #Festive17.

  8. #2278
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    Do immunities (cannot be targeted or destroyed by card effects) or anti-negation (this effect cannot be negated) count?

    #Festive17

    Going to start the contest entry with Armament Beasts. They are battle-focused archetype consisting of high Level Beast-Type monsters (this does not involve cheats like Deep-Space Cruiser IX where the stats does not reflect the Level). They are all Pendulum monsters, but you'll be penalized when summoning them. They gain effects when you Tribute 1 other Beast-Type monster you control. In particular, if you Tribute a high Level monster, your opponent cannot negate it. Also, you can only Summon 1 of each copy per turn. Let's see.

    Monsters:
    Spoiler Alert!

    1) Left-Arm of the Armament Beast, Leodras
    EARTH/Beast/Pendulum
    LV 9/ATK 3000/DEF 2500
    SCALE - 10

    Pendulum: If you do not have an "Armament Beast" monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, take 2000 damage. You can only Summon "Left-Arm of the Armament Beast, Leodras" once per turn. Once per turn, you can Tribute 1 other Beast-Type monster you control, and if you do, this monster can attack twice this turn. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.

    2) Left-Leg of the Armament Beast, Centuria Minor
    EARTH/Beast/Pendulum
    LV 9/ATK 2800/DEF 2600
    SCALE - 10

    Pendulum:
    If you do not have an “Armament Beast” monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, any damage your opponent takes is halved for the rest of this turn. You can only Summon “Left-Leg of the Armament Beast, Centuria Minor” once per turn. Once per turn, you can Tribute 1 other Beast-Type monster you control: During your Battle Phase, negate any of your opponent's card effects that target "Armament Beast" monster(s) you control. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.

    * originally, the intended additional effect that I would give this card is that this should prevent your opponent from activating card effects when this monster battles. I changed it so that it negates opponent's card effects that targets Armament Beasts during Battle Phase.

    3) Body of the Armament Beast, Grizzlax
    EARTH/Beast/Pendulum
    LV 9/ATK 3200/DEF 1800
    SCALE - 10

    Pendulum: If you do not have an “Armament Beast” monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, destroy this card at the end of the turn. You can only Summon “Body of the Armament Beast, Grizzlax” once per turn. Once per turn, you can Tribute 1 other Beast-Type monster you control; inflict 2000 damage to your opponent. This card cannot attack the turn you activate this effect. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.

    4) Cursed Head of the Armament Beast, Minotauris
    EARTH/Beast/Pendulum
    LV 9/ATK 3400/DEF 1000
    SCALE - 6

    Pendulum: If you do not have an “Armament Beast” monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, send your entire hand to the Graveyard. You can only Summon “Cursed Head of the Armament Beasts, Minotauris” once per turn. Once per turn, you can Tribute 1 other Beast-Type monster you control; target up to 1 of each face-down card in your opponent’s Monster Zone and Spell & Trap Zone; destroy those targets. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.

    5) Right-Arm of the Armament Beast, Lobina
    EARTH/Beast/Pendulum
    LV 9/ATK 2800/DEF 2600
    SCALE - 6

    Pendulum: If you do not have an “Armament Beast” monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, all your monsters lose 1000 ATK and DEF (ATK and DEF loss remain even if this card leaves the field). Once per turn, you can Tribute 1 other Beast-Type monster you control, and if you do, this card can attack directly this turn. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.

    6) Right-Leg of the Armament Beast, Antelope
    EARTH/Beast/Pendulum
    LV 9/ATK 2900/DEF 2400
    SCALE - 6

    Pendulum: If you do not have an “Armament Beast” monster in your other Pendulum Zone, you cannot Pendulum Summon monsters. This effect cannot be negated.

    Monster: When this monster is Summoned, except by Tribute Summon, your opponent draws 2 cards. Once per turn, you can Tribute 1 other Beast-Type monster you control: This turn, all your Beast-Type monsters inflicts Piercing Battle Damage when they battle a Defense Position monster. This effect cannot be negated if you Tributed a Level 7 or higher Beast-Type monster.


    Extra Deck:
    Spoiler Alert!

    1) Queen of the Armament Beasts, Cait-Sith
    EARTH/Beast/Xyz
    RK 9/ATK 3600/DEF 3000

    3 Level 9 monsters
    Once, when this card battles a Defense Position monster, this monster can attack again. When this card leaves the field; inflict damage to both players equal to the number of Xyz Materials this card has x 400. Once per turn, during your Main Phase, you can detach 1 Xyz Material from this card to activate each of these effects:
    (1) This card gains 800 ATK until the end of the Battle Phase.
    (2) Negate the effect(s) of the monster that battles with this card.
    (3) This card inflicts Piercing Battle Damage when it battles with a Defense Position monster.

    2) Holy Armament Beast, Fynrir
    EARTH/Beast/Xyz/Pendulum
    RK 9/ATK 3500/DEF 3000
    SCALE - 1

    Pendulum: Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 face-up “Armament Beast” monster from your Extra Deck in your Pendulum Zone.

    Monster: 2 or more Level 9 Beast-Type monsters
    If you can Pendulum Summon Level 9, you can Pendulum Summon this face-up card in your Extra Deck. You can also Xyz Summon this card while in the Pendulum Zone. Once per turn, you can detach 1 Xyz Material from this card: destroy all other cards you control, and if you do, banish a number of cards on the field up to the number of cards you control that was destroyed by this effect. Then, both players take 600 damage for each card banished by this effect. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.


    Spells:
    Spoiler Alert!

    1) War Cry of the Armament Beasts
    Continuous Spell Card

    You can only control 1 “War Cry of the Armament Beasts”. Each time an “Armament Beast” monster(s) you control leaves the field; you can add 1 “Armament Beast” monster with different name from your Deck to your hand. You can only activate this effect once per turn.

    2) Whisper of the Beast
    Normal Spell Card

    If you control a Beast-Type or Beast-Warrior-Type monster whose Level or Rank is 8 or higher: Change all face-down monsters your opponent controls to face-up Attack Position, and if you do, make their ATK and DEF equal to half their original ATK and DEF until the end of the turn (Flip effects are not activated).

    3) The Forest of No Return
    Field Spell Card

    All Beast-Type monsters on the field gains ATK and DEF equal to their original Level or Rank x 200. When a Beast-Type monster leaves the field; its owner targets 1 monster on the field, except a Beast-Type monster or a monster whose Level or Rank exceeds the Level or Rank of that monster; banish it.


    Traps:
    Spoiler Alert!

    1) Bloodthirst of the Armament Beasts
    Continuous Trap Card

    Each time an “Armament Beast” monster(s) leaves the field; both players take 900 damage for each of those monsters.

    2) Bloodfest of the Armament Beasts
    Normal Trap Card

    Tribute all face-up “Armament Beast” monsters you control; target a number of cards in your opponent’s hand and/or field up to the number of Tributed “Armament Beast” monsters; banish those targets, and if you do, banish the same number of cards from the top of your opponent’s Deck and/or Extra Deck. You can only activate “Bloodfest of the Armament Beasts” once per turn.

    3) Escalating Rage of the Armament Beasts
    Normal Trap Card

    If you control no monsters and you receive 3000 or more damage from a single card your opponent controls (either by battle or effect): Destroy all cards in your Pendulum Zone, if you have any, then place 2 “Armament Beast” monsters from your Deck to the Pendulum Zone. You can only activate “Escalating Rage of the Armament Beasts” once per turn.

  9. #2279
    Registered User Drakylon's Avatar
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    Quote Originally Posted by melcarba View Post
    Do immunities (cannot be targeted or destroyed by card effects) or anti-negation (this effect cannot be negated) count?

    -snip-
    While immunities and anti-negation do fall under the category of effects that can be worded with "Your opponent cannot", the effects not allowed for this contest are effects that outright prevent cards from being played. So cards with immunities or anti-negation effects are allowed for this contest.

  10. #2280
    Registered User Gamer5555's Avatar
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    #Festive17

    Just recently try to make an archetype inspired by a certain video game frachise recently adapted in a meh film.
    The monsters are Flip,they don't interfere with opponent play (except during battle phase if it attack).
    So i think they are OK for the contest.
    But I haven't resit to give them at least a card that protect them once per turn from battling destruction and also an other that can protect the traps...

    I give them the lazy non inspired name of "Assassin"
    (I was really surprised there no card with "assassin" in theyre name in the english card,censure?(Though some french name contain "assassin",and maybe that the same in other language))

    Monsters
    Spoiler Alert!

    Assassin Alward
    DARK Warrior/Flip/Effect Lv4
    ATK 1500 DEF 1500
    Flip:You can target 1 face-up card your opponent control;Destroy it.
    When this card is Normal Summoned:You can Special summon 1 "Assassin" monster from your deck (except "Assassin Alward") in face-down Defence Position.You cannnot special monster
    (except "Assassin" monsters) during the turn you activate this effect.
    If this card inflicts battle damage to your opponent:You can send 1 Assassin card from your deck to the graveyard.
    During the End phase,change this face-up card to face-down Defence Position.
    You can only use each effect of "Assassin Alward" once per turn.

    Assassin Ezaïr
    DARK Warrior/Flip/Effect Lv4
    ATK 1900 DEF 1100
    Flip:Send 1 face-up Attack Position monster your opponent control to the Graveyard.
    When this card is Normal Summoned:You can target 1 Trap card that can be equipped in your graveyard;equip it to a face-up monster on the field.
    If this card inflicts battle damage to your opponent:You can Add 1 "Assassin" Card from your deck to your hand.
    During the End phase,change this face-up card to face-down Defence Position.
    You can only use each effect of "Assassin Ezaïr" once per turn.

    (Not sure at all if the normal summoned effect is well written)

    Assassin Colar
    DARK Warrior/Flip/Effect Lv4
    ATK 1800 DEF 1200
    Flip:Send 1 card in your opponent Spell and Trap card Zone to the Graveyard.
    When this card is Normal Summoned:You can Set 1 "Assassin" Trap Card from your deck to your Spell and Trap card zone.
    If this card inflicts battle damage to your opponent:You can Add 1 Assassin Trap card from your Graveyard to your hand.
    During the End phase,change this face-up card to face-down Defence Position.
    You can only use each effect of "Assassin Colar" once per turn.

    Assassin Ednor
    DARK Warrior/Flip/Effect Lv4
    ATK 1000 DEF 2000
    Flip: Banish card from your opponent Graveyard and/or face-up Extra card up to he number of "Assassin" monster and face-down monster your control.
    When this card is Normal Summoned:You can target 3 "Assassin" Cards in your graveyard;Shuffle them into your deck and draw 1 card.
    If this card inflicts battle damage to your opponent:You can inflict to your opponent 200 points of damage for each of your opponent banished card.
    During the End phase,change this face-up card to face-down Defence Position.
    You can only use each effect of "Assassin Ednor" once per turn.

    Assassin Armont
    DARK Warrior/Flip/Effect Lv3
    ATK 1200 DEF 1800
    Flip:Target 1 face-up opponent monster and 1 face-down monster you control;Change the first target to face-down Defence position
    and the second target to face-up Attack position.
    Cannot be Normal Summoned/Set or Special Summoned by monster effect (except its own effect).
    You can banish 2 "Assassin" cards from your Graveyard to Special Summon this card from your hand or graveyard.
    If this card inflicts battle damage to your opponent:You can add 1 banished Assassin card to your hand.
    During the End phase,change this face-up card to face-down Defence Position.
    You can only use each effect of "Assassin Armont" once per turn.



    Spell
    Spoiler Alert!

    Assassin's Confrérie
    Normal Spell Card
    Send 1 "Assassin" Monster or Trap card from your deck to the graveyard;
    Add 1 "Assassin" Card of the other type(Monster or Trap) from your deck to your hand.
    You can only activate 1 "Assassin's Confrérie" per turn.


    Traps
    Spoiler Alert!

    Assassin's Code
    Continuous Trap card
    Once per turn each "Assassin" monster you control cannot be destroyed by battle.
    At the start of each Battle phase,during your opponent turn: Shuffle the position in Monster Zone of all face-down position monster you control.
    During eihter player Stanby phase,If you control a face-up monster: Send this card to the Graveyard.

    (The second effect works like "Shiffting Shadow",though that can be funny with Flip monsters,even if not really necessary)

    Assassin's Secret Blade
    Normal Trap Card
    Target 1 "Assassin" monster you control; equip this card to it.
    If the equipped monster battles an opponent's monster, during damage calculation:
    The equipped monster's ATK and DEF become equal to the ATK or DEF (whichever is higher) of the opponent's battling monster +100, during damage calculation only.
    If this card is sent to the Graveyard because the equipped monster was change to face-down position:You can set this card from your graveyard to yout Spell and Trap Card Zone.

    Assassin's Secret Gun
    Normal Trap Card
    Target 1 "Assassin" monster you control; equip this card to it.
    Once per turn,when the equiped monster battles an opponnent monster:Until the end of the Damage step,the equipped monster gain 1000 ATK/DEF and inflict piercing damage,also double
    the battle damage inflict to your opponent.
    If this card is sent to the Graveyard because the equipped monster was change to Face Down position:You can set this card from your graveyard to your Spell and Trap Card Zone.

    Assassin's Infiltration
    Normal Trap card
    If you control a face-up monster:Equip this card to a "Assassin" Monster you control
    If you control no face-up monster:Special Summon 1 "Assassin" Monster from your graveyard and equip this card to it.
    The equipped monster can attack your opponent directly.

    Assassin's Contract
    Normal Trap Card
    Target 1 Face Up monster on the field;equip this card to it.
    If the equipped monster is destroyed by battle with a "Assassin" monster or by the effect of a "Assassin" monster: Draw 2 card.
    During either player turn,if a "Assassin" Trap Card(s) must be destroyed by an opponent card effect:you can banish this card from your hand or graveyard instead.

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