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Thread: Official Create-a-Card Thread

  1. #2481
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    Since Konami's attempts to make the column gimmick great again are rather underwelming, I've thought of a deck whose focus in entirely on this mechanic:

    Senet

    Is a deck heavily inspired by chess, whose focus is to summon the main boss and keep him alive. While Emperor (-> The King of chess) is on the field, you can consantly replenish your resources, by calling Senet S/T and Soldiers (-> the Pawns) to the field. The Soldiers can protect your cards and upgrade themselves into different Senet monsters (-> Knight, Rook, Bishop, King and Queen of chess), each one with different effects.
    The deck rewards you for switching position of cards on the field, by letting you either draw cards or activate disruptive effects. But the player is asked to take note of the position of its own monsters, as each has a weak point.
    I'll spend no more words on describing the archetype:

    Senet Soldier
    DARK/Zombie/LV2/ATK 800/DEF 1000
    You can only use the (3) effect of cards with this name once per turn.
    (1) If a "Senet" card you control in the same column as this card, as well as an adjacent column, would leave the field becouse of an opponent's card (either by battle or card effect): This card is destroyed instead.
    (2) You do not take damage from battles involving a monster in the same column as this card, as well as an adjacent column.
    (3) If your opponent controls no card in the same column as this card: You can send this card to the graveyard; Special Summon 1 LV6 or lower "Senet" Monster from your hand or Deck. If you control both "Senet Switch" and "Senet Emperor", you can summon any "Senet" monster from your GY instead.

    Senet Beast
    DARK/Beast-Warrior/LV5/ATK 2000/DEF 1500
    You can only use the (1) effect of cards with this name once per turn.
    (1) If "Senet Switch" is on the field: Return 1 card your opponent controls to their hand, then move this card to an unoccupied Main Monster zone on your side of the field that is in the same column as that card, but you cannot use this effect again while this card remains in this zone.
    (2) If this card battles a monster: Move this card in an unoccupied adjacent zone, and if you can't, destroy this card at the end of the Damage Calculation.

    Senet Citadel
    DARK/Rock/LV6/ATK 2400/DEF 2000
    You can only use the (1) effect of cards with this name once per turn.
    (1) Once while this card is in the same Main Monster zone, if "Senet Switch" is on the field: Destroy 1 card your opponent controls in the same column as this card, and if you do, banish it. This card cannot attack during the turn you activate this effect.
    (2) If this card battles a monster that is not in the same column as this card: Destroy this card at the end of the Damage Calculation.

    Senet Priest
    DARK/Spellcaster/LV6/ATK 2400/DEF 2000
    You can only use the (1) effect of cards with this name once per turn.
    (1) Once while this card is in the same Main Monster zone, if "Senet Switch" is on the field: Target a card your opponent controls that is in an adjacent column as this card; while this card is face-up in this zone, take control of that card and place it in an unoccupied zone in an adjacent column as this card. This card cannot attack during the turn you activate this effect.
    (2) If this card battles a monster that is not in an adjacent column as this card: Destroy this card at the end of the Damage Calculation.

    Senet Emperor
    DARK/Dragon/LV1/ATK 0/DEF 0
    You can only control 1 card with this name. You can only use the (1) effect of cards with this name once per turn.
    (1) Activate 1 of the following effects:
    - During your Stanby Phase or your opponent's Battle Phase: Special Summon 1 "Senet Soldier" from your hand, Deck, GY or banished zone.
    - During your Main Phase: Set a "Senet" Spell/Trap directly from your Deck.
    (2) If this card leaves the field: Take 2000 damage.

    Senet Concubine
    DARK/Winged-Beast/LV7/ATK 0/DEF 0
    You can only control 1 card with this name. You can only use the (1) effect of cards with this name once per turn.
    (1) If this card battles a monster: either move this card in the same column as that card, or that card in the same column as this card. If "Senet Switch" is on the field, you can also switch the position of two monsters in the same side of the field.
    (2) If this card battles a monster in the same column as this card: its ATK and DEF become the ATK and DEF of that moster + 100.
    (3) If this card destroys a monster by battle and sends it to the GY: return 1 card on the field to either the top or bottom of the deck.

    Senet Battlefield
    Field Spell Card
    You can only activate a card with this name once per turn.
    (1) This card's name is treated as "Senet Switch" while it is face-up on the field.
    (2) During the End Phase, if you moved a card on the field to an other zone in the same side of the field this turn: Draw 1 card for each.

    Mind Games during a Senet duel
    Trap Card
    You can only activate a card with this name per turn. Can only be activated during the Standby Phase if "Senet Switch" is face-up on the field.
    (1) Activate one of the following effects:
    - Declare two card names; once during this turn, if your opponent activates a card with that name, negates its effects (if any) and banish that card.
    - Declare 1 column (Most left, left, center, right, most-right): For the rest of this turn, your opponent must discard a card to activate a card, or an effect of a card, in that column.

    Senet Counterattack
    Counter Trap Card
    (1) When your opponent activate a card or effect, or when a Monster(s) is summoned to your opponent's side of the field: Choose an unoccupied zone that would be an appropriate zone for that card(s); move that cards to those zones. If "Senet Switch" is face-up on the field, you can also switch the position of two cards on the same side of the field.

    Senet Sudden Death
    Trap Card
    (1) Target 1 "Senet Emperor" you control;
    - While that monster is on your side of the field, any battle or effect damage you take become 0.
    - Select 1 card in your Deck, and add that card to your hand instead of conducting your normal Draw during the Draw Phase.
    - If the selected monster leaves the field, you lose the duel.

    I created "Senet Sudden Death" as a joke, but then I liked it so much I actually spent more time than I want to admit to improve it and make it the more balanced I could. It actually lets you play a chess game: you don't lose until the King is on the field, and you can have the cards you want instead of drawing random cards, so that your win or loss will be decided by how skillfully you play.
    Some explanations on the types: The Soldier/Pawn is a zombie becouse he follows whatever order he's given, even if that means its own death, without hesitation. Like a zombie. The Emperor/King is a Dragon becouse... well, it would be pretty cool. Just imagine it. A half-dragon half-man demi-human. And the Concubine/Queen is Winged-beast becouse I imagine her to be a harpy, a beautiful but dangerous woman.
    That's all, hope you enjoyed it! I have another cool idea based on an even-more-forgotten gimmick you will never guess. I hope you'll like it!
    Last edited by BBDD; 9th July 2017 at 10:42 PM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  2. #2482
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    Armor Support!

    Psychokinetic Armor Head
    Earth
    Level 4
    Machine
    Armor
    Effect -
    (1) This card's name is also treated as "Psychic Armor Head" while face-up on the field.
    (2) Once per turn: You can add 1 "Gravitation" card from your Deck to your hand.
    (3) If this card is destroyed: Special Summon 1 Armor monster from your Deck, except "Psychokinetic Armor Head".
    (4) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    ATK/500

    Spell Buster
    Earth
    Level 3
    Machine
    Armor
    Effect -
    (1) Negate the effects of your opponent's Spell Cards that target 1 Armor monster you control or would destroy 2 or more monsters on the field.
    (2) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/0

    Sharp Counterpunch
    Earth
    Level 3
    Machine
    Armor
    Effect -
    (1) Once per turn, if this card battles an opponent's monster: This card gains ATK equal to that monsters original ATK, until the End Phase.
    (2) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/0

    Shock Blocker
    Earth
    Level 3
    Machine
    Armor
    Effect -
    (1) Each time an Armor monster battles: Inflict 500 damage to your opponent.
    (2) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/0

    Jump Runner
    Earth
    Level 4
    Machine
    Armor
    Effect -
    (1) Your opponent cannot activate cards or effects when an Armor monster you control battles.
    (2) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/1000

    Sonic Turbo
    Earth
    Level 4
    Machine
    Armor
    Effect -
    (1) All Armor monsters you control can attack twice per turn.
    (2) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/0

    Future Tech Armor
    Earth
    Level 8
    Machine
    Armor
    Effect -
    (1) Cannot be destroyed by battle. This card gains 500 ATK for each Armor monster you control.
    (2) If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to half of the destroyed monster's ATK.
    (3) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/500
    DEF/0

    Armor Factory
    Field Spell
    (1) All Armor monsters you control gain 500 ATK and DEF.
    (2) Once per turn: Target 1 face-up Armor monster you control; switch its ATK and DEF, until the End Phase.
    (3) You can Normal or Special Summon Armor monsters in your Spell/Trap Zone.
    (4) You can target 1 Armor monster you control; place that monster face-up in your Spell/Trap Zone.
    (5) Armor monster in your Spell/Trap Zone are still treated as a monster, but it cannot attack.
    (6) Your opponent cannot attack Armor monsters in your Spell/Trap Zone unless you control no monsters in your Monster Zone.

    Chaos Gravitation
    Normal Spell
    (1) Activate only if you control a face-up "Psychic Armor Head". Target up to 4 banished Armor monsters: Special Summon them.
    (2) All monsters Special Summoned by this effect are destroyed during the End Phase.

    Weak Gravitation
    Normal Spell
    (1) Special Summon 1 random Armor monster from your Deck.

    Psychic Retrieval
    Normal Spell
    (1) Pay 1000 LP: Target 1 "Psychic Armor Head" in your hand, Deck, Graveyard, or that's banished; Special Summon it.

    Armor Recycling
    Normal Spell
    (1) Target up to 3 Armor monsters in your Graveyard; Shuffle them into the Deck, and if you do, draw 1 card.

    Armor Draw
    Normal Spell
    (1) Discard 1 Armor monster; draw 2 cards.

    Full Armor Breaker
    Earth
    Level 8
    Fusion
    Armor
    Effect - "Psychic Armor Head" + 4+ Armor monsters with different names
    (1) Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard. (You do not use "Polymerization")
    (2) This card gains the original ATK, original DEF, and effects of all monsters used to Fusion Summon this card.
    (3) This card can attack all monsters your opponent controls twice each.
    (4) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
    (5) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/1000
    DEF/0

    Full Armor Defender
    Earth
    Level 8
    Fusion
    Armor
    Effect - "Psychic Armor Head" + 4+ Armor monsters with different names
    (1) Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard. (You do not use "Polymerization")
    (2) This card gains the original ATK, original DEF, and effects of all monsters used to Fusion Summon this card.
    (3) Cannot be destroyed by battle or by card effects.
    (4) Double any battle damage you opponent takes when they attack this Defense Position card.
    (5) Only 1 Armor monster can attack per turn. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control.
    ATK/0
    DEF/1000
    The dankest duelist you'll ever meet.

  3. #2483
    Registered User ScionStorm's Avatar
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    Armor! Awesome.

    I've been trying to think up an Armor archetype that isn't machine. Like a suit made of Ice... or wood...Some sort of organic bio armor... or a Cyberse virtual suit.

    Or something made completely of psychokinetic energy. (Psychic type Armor)
    Last edited by ScionStorm; 10th July 2017 at 10:37 PM.

  4. #2484
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    Konami needs to make Armors a real thing.

    @ScionStorm
    That is a really cool idea!
    The dankest duelist you'll ever meet.

  5. #2485
    Registered User Baroque's Avatar
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    Quote Originally Posted by ScionStorm View Post
    Armor! Awesome.

    I've been trying to think up an Armor archetype that isn't machine. Like a suit made of Ice... or wood...Some sort of organic bio armor... or a Cyberse virtual suit.
    You gave me Ideas.

    Spoiler Alert!
    Monsuit Dinorilla
    Level 5 - FIRE - Reptile/Effect
    atk 1600 def 400
    You can Normal Summon this card without a Tribute. This card gains 600 ATK and DEF for each Tribute used to Summon it. When this card is Normal Summoned: You can send cards your opponent controls to the Graveyard equal to the number of Tributes used to Summon this card, but if any cards were sent to the Graveyard by this effect, neither player takes battle damage from a battle involving this card until your next turn.


    Monsuit Frienturtle
    Level 5 - WATER - Aqua/Effect
    atk 1300 def 1800
    You can Normal Summon this card without a Tribute. This card gains 500 ATK and DEF for each Tribute used to Summon it. A number of times per turn equal to the number of Tributes used to Summon this card, if a "Monsuit" monster you control would be destroyed or banished by an opponent's card effect, it is not destroyed.


    Monsuit Hedoricky
    Level 5 - DARK - Zombie/Effect
    atk 1400 def 2000
    You can Normal Summon this card without a Tribute. This card gains 400 ATK and DEF for each Tribute used to Summon it. When this card is Normal Summoned: You can target monsters equal to the number of Tributes used to Summon this card; their ATK and DEF become 0, and their effects are negated.


    Monsuit Biolette
    Level 5 - EARTH - Plant/Effect
    atk 1200 def 200
    You can Normal Summon this card without a Tribute. This card gains 800 ATK and DEF for each Tribute used to Summon it. When this card is Normal Summoned, it is unaffected by Trap effects for a number of turns equal to the number of Tributes used to summon it +1.


    Monsuit Papillorus
    Level 5 - WIND - Insect/Effect
    atk 1700 def 1200
    You can Normal Summon this card without a Tribute. Monsters your opponent controls lose 500 ATK for each Tribute used to Summon this card. When this card is destroyed by your opponent's card (by battle or by card effect): You can choose 1 Level 4 or lower "Monsuit" monster from your Deck and either add it to your hand or Special Summon it.


    Monsuit Actor
    Level 3 - LIGHT - Cyberse/Effect
    atk 1000 def 1000
    You can Special Summon this card (from your hand) by revealing 1 Level 5 or higher "Monsuit" monster from your hand. You can only Special Summon "Monsuit Actor" this way once per turn. If this card you control is destroyed: You take no damage for the rest of this turn.


    Monsuit Actress
    Level 4 - LIGHT - Fairy/Effect
    atk 1500 def 500
    If this card is in your Graveyard and you control no monsters: You can reveal 1 Level 5 or higher "Monsuit" monster from your hand; Special Summon this card, but return it to the bottom of the Deck if it leaves the field. If a "Monsuit" monster you control battles an opponent's monster: You can reveal this card from your hand; that monster gains 700 ATK until the end of the turn, also shuffle this card into the Deck. You can only use each effect of "Monsuit Actress" once per turn.


    Bustling Monsuitudio
    FIELD SPELL
    During your Main Phase, you can Normal Summon/Set 1 "Monsuit" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you would Tribute Summon a monster, you can choose to Tribute 1 more monster than is required. This card cannot be destroyed while you control another "Monsuit" card.


    Monsuit Stunts
    CONTINUOUS SPELL
    Once per turn, during your Main Phase: You can target 1 "Monsuit" monster you control and one from your Graveyard whose level is less than the first target's; equip the second target to the first as an Equip Spell. If a monster equipped by this effect would be destroyed by battle or card effect, you can destroy the equipped card instead (even if this card leaves the field).


    Who's That Monsuit?!
    CONTINUOUS TRAP
    Once per turn, during your opponent's Main or Battle Phase: You can banish 1 Level 5 "Monsuit" monster from your Deck face-down; your opponent must attempt to guess the name of the banished card (if asked what possible names there are, answer honestly), and if they guess it correctly, the card remains banished face-up, but if they guess wrong return it to the bottom of your Deck and then apply one of the following effects:
    ● Main Phase: The next time this turn an opponent's activated monster effect resolves, negate that effect.
    ● Battle Phase: Change the battle position of all face-up monsters your opponent controls, also those monsters cannot change their battle position until your opponent's next turn.


    Monsuit Actor's Contract
    COUNTER TRAP
    When a Spell/Trap Card, or monster effect, is activated while you control at least 1 "Monsuit" monster: send 1 "Monsuit" monster you control to the Graveyard OR banish it; negate that card or effect, then if a "Monsuit Actor" exists where your "Monsuit" monster was sent to activate this card, you can Special Summon it, but it is returned to the bottom of your Deck if it leaves the field.

    Rubber suits count as 'armor', right? Right? : V
    #222937 for invisitext in the Org's dark. Try it out!

  6. #2486
    Registered User ScionStorm's Avatar
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    You forgot to list Armor ability in the type line. If you were trying to make an actual Armor series.

  7. #2487
    Registered User Baroque's Avatar
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    Quote Originally Posted by ScionStorm View Post
    You forgot to list Armor ability in the type line. If you were trying to make an actual Armor series.
    'Armor', but not necessarily Armor-type or its mechanics. The "Tributes" are effectively you cramming people into the suit, and thus the more Tributes there are the 'bigger' the end result is.
    #222937 for invisitext in the Org's dark. Try it out!

  8. #2488
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Baroque View Post
    'Armor', but not necessarily Armor-type or its mechanics. The "Tributes" are effectively you cramming people into the suit, and thus the more Tributes there are the 'bigger' the end result is.
    Okay. I'm going to continue thinking up an Armor-ability archetype. I think I'm leaning towards something more bio-armor oriented. Although Psychic-type Armor monsters might be interesting. Or maybe standalones like the Witchblade gauntlet.
    Last edited by ScionStorm; 14th July 2017 at 12:19 AM.

  9. #2489
    Registered User ScionStorm's Avatar
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    Something for Guardians:

    Guardian Armory
    Spell


    Each time a "Guardian" monster is summoned; add one "Guardian Counter" to this card. Once per turn, you can reveal a "Guardian" monster in your hand and then add an Equip card written in that card's text from you Deck to your hand. You can remove 1 "Guardian Counter" from this card to switch the target of a face-up Equip card you control to another acceptable target. This card cannot be destroyed by card effects while you control a face-up "Guardian" monster that requires an Equip spell on the field to summon it.
    Last edited by ScionStorm; 15th July 2017 at 02:27 AM.

  10. #2490
    Registered User TheycallmeBrick's Avatar
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    Spoiler Alert!
    Rose Angel
    EARTH / Level 1 / Fairy / Effect
    ATK 400 / DEF 400
    If you control a "Black Rose" monster, you can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. Quick Effect: You can discard this card, then target 1 "Black Rose" monster you control; until the end of this turn, it cannot be destroyed by card effects. You can only use this effect of "Rose Angel" once per turn.

    Sunfire Blossom
    FIRE / Level 1 / Plant / Tuner / Effect
    ATK 100 / DEF 100
    Once per turn: You can increase the Level of all Plant monsters you currently control by 1. You cannot use Plant monsters you control as Material for a Summon during the turn you activate this effect, except for a Synchro Summon.

    Stardust Soul Dragon
    WIND / Level 8 / Dragon / Synchro / Tuner / Effect
    ATK 2500 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Stardust Dragon" while it is on the field or in the Graveyard. While you control another face-up Tuner monster, this card is not treated as a Tuner monster. Once per turn, when your opponent activates a Spell or Trap Card or a monster effect (Quick Effect): You can negate the activation, and if you do, destroy it, also your opponent cannot activate cards or effects with the same name as that card until their next Standby Phase.

    Scarlight Red Dragon Archfiend
    DARK / Level 8 / Dragon / Synchro / Effect
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Red Dragon Archfiend" while it is on the field or in the Graveyard. Once per turn: You can destroy as many Special Summoned Effect Monsters on the field as possible with ATK less than or equal to this card's (other than this card), then inflict 500 damage to your opponent for each monster destroyed.

    Sunfire Black Rose Dragon
    FIRE / Level 7 / Dragon / Synchro / Effect
    ATK 2400 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Black Rose Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of FIRE monsters used for this card's Synchro Summon; destroy them. Once per turn: You can banish 1 Plant monster from your Graveyard; until the End Phase, this card gains ATK equal to the banished monster's ATK.

    Shining Ancient Fairy Dragon
    LIGHT / Level 7 / Dragon / Synchro / Effect
    ATK 2100 / DEF 3000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Ancient Fairy Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Field Spell Card from your Deck to your hand. Once per turn: You can gain 500 LP for each face-up Spell and Trap Card on the field.

    Super Power Tool Dragon
    EARTH / Level 7 / Machine / Synchro / Effect
    ATK 2300 / DEF 2500
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Power Tool Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Equip Spell Card from your Deck to your hand. Once per turn: You can target cards your opponent controls, up to the number of Spell and Trap Cards equipped to this card; destroy them.

    Clear Mind
    Normal Spell Card
    If the only card you control is a Level 8 "Stardust" Synchro Monster: You can Special Summon as many "Power Tool" Synchro Monsters and/or Level 7 or 8 Dragon Synchro Monsters from your Graveyard as possible. They have their effects negated, their ATK and DEF become 0, and their Levels are halved. If a monster you controlled at the resolution of this card leaves the field, banish it.

    Accel Synchro
    Quick-Play Spell Card
    If you control a Tuner Synchro Monster: Halve the Level of every Synchro Monster you control, and if you do, immediately after the resolution of this effect, Synchro Summon 1 Synchro Monster, using only Synchro Monsters you control.

    Double Ripple
    Normal Spell Card
    Banish 2 monsters you control whose total Levels equal 7 (1 Tuner and 1 non-Tuner); Special Summon from your Extra Deck 1 Level 7 "Ancient" Synchro Monster and 1 Level 7 "Power Tool" Synchro Monster in Defense Position. You cannot Special Summon monsters during the turn you activate this card, except Synchro Monsters. You can only activate 1 "Double Ripple" per turn.

    Synchro Legacy
    Normal Trap Card
    If an opponent's monster declares a direct attack and you control no monsters: You can banish 1 Level 8 or higher Synchro Monster from your Graveyard, then target 1 Level 7 or lower Synchro Monster with the same Type in your Graveyard; Special Summon it, and if you do, make it the attack target and perform damage calculation, also the attacking monster loses ATK equal to the ATK of the Synchro Monster banished by this card's effect.

    Burning Soul
    Normal Trap Card
    If you control a "Red Dragon Archfiend" monster, or a Synchro Monster that used a "Red Dragon Archfiend" monster as Synchro Material, you can activate this card from your hand. Target 1 card in your Graveyard, except "Burning Soul", that was sent there this turn; add it to your hand. If it is a Normal Trap Card, you can activate it from your hand this turn.

    Burning Rebirth
    Normal Trap Card
    Tribute 1 Level 8 or higher Synchro Monster; Special Summon 1 Level 8 "Red Dragon Archfiend" monster from your Graveyard in Attack Position, then equip it with this card. When this card leaves the field, destroy it. When it leaves the field, destroy this card. You can discard 1 monster, then banish this card (Quick Effect); Special Summon the monster Tributed to activate this card from your Graveyard.


    And, just for fun, these same cards, but in French (the language I originally wrote them in).
    Spoiler Alert!
    Ange de la Rose
    TERRE / Niveau 1 / Elfe / Effet
    ATK 400 / DEF 400
    Si vous contrôlez un monstre "Rose Noire", vous pouvez Invoquer Spécialement cette carte depuis votre main ou Cimetière, mais bannissez-la lorsqu'elle quitte le terrain. Effet Rapide : vous pouvez défausser cette carte, puis cibler 1 monstre "Rose Noire" que vous contrôlez ; jusqu'à la fin de ce tour, il ne peut pas être détruit par des effets de carte. Vous ne pouvez utiliser cet effet de "Ange de la Rose" qu'une fois par tour.

    Floraison de Feu de Soleil
    FEU / Niveau 1 / Plante / Syntoniseur / Effet
    ATK 100 / DEF 100
    Une fois par tour : vous pouvez augmenter les Niveaux de tous les monstres Plante que vous contrôlez actuellement de 1. Durant le tour où vous activez cet effet, vous ne pouvez pas utiliser des monstres Plante que vous contrôlez comme Matériel pour une Invocation, sauf pour une Invocation Synchro.

    Dragon de l'Âme Poussière d'Étoile
    VENT / Niveau 8 / Dragon / Synchro / Syntoniseur / Effet
    ATK 2500 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Poussière d'Étoile" tant qu'elle est sur la terrain ou dans le Cimetière. Tant que vous contrôlez un autre monstre Syntoniseur face recto, cette carte n'est pas traitée comme un monstre Syntoniseur. Une fois par tour, lorsque votre adversaire active une Carte Magie/Piège ou un effet de monstre (Effet Rapide) : vous pouvez annuler l'activation, et si vous le faites, détruisez la carte, et aussi, jusqu'à la prochaine Standby Phase de votre adversaire, votre adversaire ne peut pas activer des cartes ou des effets avec le même nom de la carte.

    Lumicatrice Dragon Rouge Archdémon
    TÉNÈBRES / Niveau 8 / Dragon / Synchro / Effet
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rouge Archdémon" tant qu'elle est sur le Terrain ou dans le Cimetière. Une fois par tour : vous pouvez détruire autant de Monstres à Effet Invoqués Spécialement sur le Terrain (cette carte exclue) que possible avec une ATK inférieure ou égale à celle de cette carte, puis infligez 500 points de dommages à votre adversaire pour chaque monstre détruit.

    Dragon Rose Noire de Feu de Soleil
    FEU / Niveau 7 / Dragon / Synchro / Effet
    ATK 2400 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rose Noire" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire inférieur ou égal au nombre de monstres FEU utilisés pour l'Invocation Synchro de cette carte ; détruisez-les. Une fois par tour : vous pouvez bannir 1 monstre Plante depuis votre main, Terrain ou Cimetière ; jusqu'à la End Phase, cette carte gagne une ATK égale à l'ATK du monstre.

    Ancien Dragon Féerique Brilliant
    LUMIÈRE / Niveau 7 / Dragon / Synchro / Effet
    ATK 2100 / DEF 3000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Ancien Dragon Féerique" tant qu'elle est sur le terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie de Terrain depuis votre Deck à votre main. Une fois par tour : vous pouvez gagner 500 LP pour chaque Carte Magie/Piège face recto sur le terrain.

    Super Dragon Électromécanique
    TERRE / Niveau 7 / Machine / Synchro / Effet
    ATK 2300 / DEF 2500
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Électromécanique" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie d'Équipement depuis votre Deck à votre main. Une fois par tour : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire, inférieur ou égal au nombre de Cartes Magie/Piège équipées à cette carte ; détruisez-les.

    Esprit Clair
    Carte Magie Normale
    Si la seule carte que vous contrôlez est un Monstre Synchro "Poussière d'Étoile" de Niveau 8 : vous pouvez Invoquer Spécialement autant de Monstres Synchro "Électromécanique" et/ou Monstres Synchro Dragon de Niveau 7 ou 8 depuis votre Cimetière que possible. Ils ont leurs effets annulés, leurs ATK/DEF deviennent 0 et leurs Niveaux sont divisés par deux. Si un monstre que vous avez contrôlé à la résolution de cette carte quitte le Terrain, bannissez-le.

    Accel Synchro
    Carte Magie Jeu-Rapide
    Si vous contrôlez un Monstre Synchro Syntoniseur : divisez par deux les Niveaux de tous les Monstres Synchro que vous contrôlez, et si vous le faites, immédiatement après la résolution de cet effet, Invoquez par Synchronisation 1 Monstre Synchro en utilisant uniquement des Monstres Synchro que vous contrôlez.

    Double Ondulation
    Carte Magie Normale
    Bannissez 2 monstres que vous contrôlez dont le Niveau total est égal à 7 (1 Syntoniseur et 1 non-Syntoniseur) ; Invoquez Spécialement depuis votre Extra Deck 1 Monstre Synchro "Ancien" de Niveau 7 et 1 Monstre Synchro "Électromécanique" de Niveau 7 en Position de Défense. Vous ne pouvez Invoquer Spécialement des monstres (Monstres Synchro exclus) durant le tour où vous activez cette carte. Vous ne pouvez activer qu'1 "Double Ondulation" par tour.

    Héritage du Synchro
    Carte Piège Normal
    Lorsqu'un monstre de votre adversaire déclare une attaque directe et vous contrôlez aucun monstre : vous pouvez bannir 1 Monstre Synchro de Niveau 8 ou plus depuis votre Cimetière, puis ciblez 1 Monstre Synchro de Niveau 7 ou moins du même Type dans votre Cimetière ; Invoquez-le Spécialement, et si vous le faites, transférez la cible de l'attaque sur ce monstre et faites le calcul de dommages, et aussi, le monstre attaquant perde une ATK égal à l'ATK du Monstre Synchro banni par l'effet de cette carte.

    Âme Brulant
    Carte Piège Normal
    Si vous contrôlez un monstre "Dragon Rouge Archdémon" ou un Monstre Synchro qui utilisé un monstre "Dragon Rouge Archdémon" comme Matériel Synchro, vous pouvez activer cette carte depuis votre main. Ciblez 1 carte dans votre Cimetière ("Âme Brulant" exclue) qui y a été envoyée ce tour ; ajoutez-la à votre main. Si la carte est une Carte Piège Normal, vous pouvez l'activer depuis votre main ce tour.

    Renaissance Brûlante
    Carte Piège Continu
    Sacrifiez 1 Monstre Synchro de min. Niveau 8 ; Invoquez Spécialement 1 monstre "Dragon Rouge Archdémon" de Niveau 8 depuis votre Cimetière en Position d'Attaque, puis équipez-le avec cette carte. Lorsque ce monstre quitte le Terrain, détruisez cette carte. Lorsque cette carte quitte le Terrain, détruisez ce monstre. Vous pouvez défausser 1 monstre, puis bannir cette carte (Effet Rapide) ; Invoquez Spécialement le monstre Sacrifié pour activer cette carte depuis votre Cimetière.

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