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Post by IceFire2050 on Oct 25, 2018 2:50:10 GMT
This is the new thread for the custom card event. As of v8.5.8, this is where you should post your cards. General Card Rules1. If an archtype already has 10 or more cards associated with it, you will not be permitted to "add on" to that existing archtype. This means that you will not be permitted to make new Elemental HERO cards, new Performapal cards, etc. This does not apply to generic support for attributes and types. 2. Instant Win/Draw/Loss cards. This includes cards that just flat out say you win/lose/draw, cards that reduce a player's LP to 0, and cards that inflict damage that is expected to always be an instant win. 3. Cards that are just a blatantly better version of an existing card. Like a Cold Wave that only affects your opponent. A Pot of Greed that lets you draw 3 cards. A Lv4 Jinzo. 4. Cards with the same effects as cards that have some type of ban in place. Though there are exceptions if there are additional requirements/costs applied to them. 5. Cards that blatantly break the power guidelines of existing cards, (A Lv4 with way too much ATK with no negative aspects. An effect that does too much at once. etc.) 6. Cards that create a new mechanic that isn't possible in the game. (Sending a card to the GY face-down. Switching decks with your opponent. Adding cards that dont exist to your hand. Having additional zones. etc) 7. Creating new terminology. 8. These rules are not written in stone and may change throughout the week as additional issues come up. In addition, cards that don't break these rules may still be denied if the staff feels it needs to be. And now moving on to what IS allowed in your custom cards. You can create cards of the following card types... Normal Monster (+ Pendulum) Effect Monster (+ Pendulum) Ritual Monster Fusion Monster (+ Pendulum) Synchro Monster (+ Pendulum) Dark Synchro Monster Xyz Monster (+ Pendulum) Link Monster Spell Trap You can customize every aspect of the card but a few notes to be aware of... You can only use the pre-existing Attributes in the game, but you can use a custom type if you choose to. Likewise, you can use the pre-existing sub-types (Toon/Tuner/Spirit) or you can use a custom sub-type. If you use a custom sub-type though, anything related to it must be written on the cards and you cannot create special rules for them. A monster's Level/Rank must be a positive number between 1 and 12 with the exception of Dark Synchros which can be 0 - -12 Link Monsters can have from 1 to 8 Link Arrows but its Link Rating will always be equal to its number of Arrows. It's Material requirements are up to you however. Spells and Traps can only use their existing Types. (Normal/Quick-Play/Equip/Continuous/Ritual/Field/Link) For spells. (Normal/Continuous/Counter) for traps. Link Spells are possible, however a Link Spell should always have an effect that references the zones or monsters it points to. No making a card a Link Spell just because you can. You can also customize the icons of your cards, but they must use the existing card templates. Staff WILL NOT make icons for you, if you wish to use them, you will need to make them yourself. The icons for your 20 cards should be in the same file and should have unique icon state names, preferably ones that make them easily identifiableOnly myself or a Head Admin can spawn you your cards. Please be understanding when asking for your cards as the process of creating them takes a few minutes. If you notice any issues with the new cards, please report them. That is the whole point of this event/tournament. Custom Card Templates: HERE How Do I Get My Cards?
Post your cards in this thread. 20 Cards per person. Only a maximum of 10 of those as Extra Deck Cards (Fusion/Synchro/Dark Synchro/Xyz/Link) Keep all your cards in 1 post. Your cards must be submitted in text format. (No ygo card maker pictures. We're not going to type out the text of your cards for you.) If your cards need to be changed, edit your post and then make a new post explaining what was changed and why. If your cards are unacceptable, your post will be edited with notes about why.
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Post by vanitas on Oct 25, 2018 2:58:28 GMT
WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1->
<name>Exalted Drake Scavenger - Muskrat</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>If this card is Normal Summoned: You can take one "Exalted Drake" monster from your deck, except "Exalted Drake Scavenger - Muskrat", and either add it to your Hand or send it to the Graveyard. If this card is sent to the Graveyard: You can target one "Exalted Drake" monster in your Graveyard, except for "Exalted Drake Scavenger - Muskrat"; either add it to your Hand or return it to your Deck. You can only use these effects of "Exalted Drake Scavenger - Muskrat" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• This card gains 300 ATK for each "Exalted Drake" monster in your Graveyard. If you control a face-up "Castle Darkmoor", it gains 500 ATK instead.</desc>
<atk>600</atk>
<def>0</def>
<level>1</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #1->
<-Unknown Monster #2->
<name>Exalted Drake Enchantress - Lydia</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>If you control a face-up "Castle Darkmoor" on your side of the field: you can target one monster you control; it gains 1000 ATK until the End Phase. If this card is sent to the Graveyard: You can target one monster your opponent controls; it loses 1000 ATK. You can only use these effects of "Exalted Drake Enchanteress - Lydia" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• This card is unaffected by Spell/Trap Cards, except for your own. If you control a face-up "Castle Darkmoor", this card is also unaffected by monster effects, except your own.</desc>
<atk>1100</atk>
<def>0</def>
<level>2</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #2->
<-Unknown Monster #3->
<name>Exalted Drake Punisher - Brutus</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>You can discard one card and target one face-up card on the field: destroy it. If you control a face-up "Castle Darkmoor", you can send one "Exalted Drake" monster from your Deck to the Graveyard as the cost instead. If this card is sent to the Graveyard: You can send one "Exalted Drake" monster from your Deck to the Graveyard. You can only use these effect of "Exalted Drake Punisher - Brutus" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• Once per turn, you can banish a card from your Graveyard. target one card on the field: destroy it, then if you control a face-up "Castle Darkmoor", your opponent discards 1 card.</desc>
<atk>1700</atk>
<def>0</def>
<level>4</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #3->
<-Unknown Monster #4->
<name>Exalted Drake Knight - Leopald</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>If you control a face-up "Exalted Drake" monster: You can Special Summon this card from your hand, then if "Castle Darkmoor" is face-up on your side of the field, you can destroy one Spell/Trap card on the field. If this card is sent to the Graveyard: You can Special Summon one Level 4 or below "Exalted Drake" monster, except "Exalted Drake Knight - Leopald" from your deck in Defense position. You can only use these effects of "Exalted Drake Knight - Leopald" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• Once per turn, during either player's turn: if a card or effect were to be activated while you control an "Exalted Drake" monster: you can banish an "Exalted Drake" monster from your Hand or Graveyard; negate the activation, and if you do, destroy it.</desc>
<atk>1900</atk>
<def>0</def>
<level>4</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #4->
<-Unknown Monster #5->
<name>Exalted Drake Foot Soldier</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>You can discard this card: Any effect damage you take this turn becomes zero. If this card is sent to the Graveyard: gain 500 LP. If "Castle Darkmoor" is face-up on your side of the field, you gain 1000 LP instead. You can only these each effect of "Exalted Drake Foot Soldier" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• Once per turn: You can pay 1500 LP; Special Summon up to three "Exalted Drake Foot Soldier" from your Hand, Deck and Graveyard, also you cannot Special Summon monsters for the rest of the turn, except Dragon-type monsters.</desc>
<atk>1500</atk>
<def>0</def>
<level>3</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #5->
<-Unknown Monster #6->
<name>Exalted Drake Summoner - Cyrus</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>You can discard 1 card; Special Summon 1 Level 4 or below "Exalted Drake" monster from your hand. If "Castle Darkmoor" is face-up on your side of the field, you can Special Summon from your Deck instead. If this card is sent to the Graveyard: You can target 1 Level 4 or below "Exalted Drake" monster in your Graveyard, except for "Exalted Drake Summoner - Cyrus"; Special Summon it in Defense position. You can only use these effects of "Exalted Drake Summoner - Cyrus" once per turn. An "Exalted Drake" Link Monster who was originally summoned using this card as material gains this effect:<br>• Once per turn: you can target 1 Level 4 or below "Exalted Drake" monster in your Graveyard; Special Summon it to a zone this card points to, but it's effects are negated unless you control a face-up "Castle Darkmoor".</desc>
<atk>1000</atk>
<def>0</def>
<level>2</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #6->
<-Unknown Monster #7->
<name>Exalted Drake High Executive - Gerald</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>Cannot be Normal Summoned/Set. Cannot be Special Summoned except by banishing 3 "Exalted Drake" monsters from your Graveyard, and cannot be Special Summoned by other ways. This card gains effect based on the monsters that were banished for the summon of this card:<br>• Exalted Drake Scavenger - Muskrat: Once per turn: You can add 1 "Exalted Drake" monster from your deck to your hand.<br>• Exalted Drake Enchanter - Lydia: One per turn, during either player's turn, when a Spell/Trap card or effect were to be activated: You can negate that effect.<br>• Exalted Drake Punisher - Brutus: Once per turn: you can discard 1 card: your opponent must randomly discard 2 cards.<br>• Exalted Drake Knight - Leopald: This card cannot be targeted by cards or effect.<br>• Exalted Drake Foot Soldier: Any effect damage or battle damage you would receive involving this card becomes zero.<br>• Exalted Drake Summoner - Cyrus: Once per turn, you can Special Summon an "Exalted Drake" monster from your Graveyard.</desc>
<atk>3500</atk>
<def>0</def>
<level>10</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #7->
<-Unknown Monster #8->
<name>Lumen Librarian</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>You can discard this card; Add one "Lumen Fusion" from your Deck to your Hand. When this card is Summoned: Roll 1 six-sided die, then the following effects is applied depending on the result:<br>• 1 or 6: Banish this card, face-down.<br>• 2 or 5: Add one "Lumen" Monster from your Deck to your Hand.<br>• 3: Special Summon up to 2 "Lumen" monster from your Deck to your side of the field, but they cannot activate their effects while they are on the field.<br>• 4: Your opponent Special Summons up to 2 monsters from their Deck to their side of the field, but their effects are negated.<br>If the result of a six-sided dice roll equals this card level while this card is in your Graveyard: You can Special Summon this card in face-up Attack position. You may only use this effect of "Lumen Librarian" once per turn.</desc>
<atk>1400</atk>
<def>700</def>
<level>3</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #8->
<-Unknown Monster #9->
<name>Lumen Goddess</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>One per turn, If this card is in your hand: You can toss a coin: In the result is Heads, Special Summon this card. When this card is Summoned: Roll 1 six-sided die, then the following effects is applied depending on the result:<br>• 1 or 6: Banish this card, face-down.<br>• 2 or 5: Negate the effects of one monster on the field until the End Phase<br>• 3: Banish up to two cards on the field, face-down.<br>• 4: Your opponent banishes up to two cards on the field, face-down.<br>If the result of a six-sided dice roll equals this card level while this card is in your Graveyard: You can Special Summon this card in face-up Attack position. You may only use this effect of "Lumen Goddess" once per turn.</desc>
<atk>2600</atk>
<def>700</def>
<level>6</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #9->
<-Unknown Monster #10->
<name>Lumen Gambler</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>If you control a face-up "Lumen" monster, this card is treated as a Tuner. When this card is Summoned: Roll 1 six-sided die, then the following effects is applied depending on the result:<br>• 1 or 6: Banish this card, face-down.<br>• 2 or 5: This card gains 500 ATK until the End Phase.<br>• 3: This card gains 1500 ATK until the End Phase.<br>• 4: Until the End Phase, this card's ATK becomes 0, and must attack, if able.<br>If the result of a six-sided dice roll equals this card level while this card is in your Graveyard: You can Special Summon this card in face-up Attack position. You may only use this effect of "Lumen Librarian" once per turn.</desc>
<atk>1700</atk>
<def>1400</def>
<level>4</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #10->
<-Unknown Monster #11->
<name>Lumen Luckybird</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>When you roll a six-sided die or toss a coin, you can discard this card and declare an appropriate result; that dice roll/coin toss becomes that result. When this card is Summoned: Roll 1 six-sided die, then the following effects is applied depending on the result:<br>• 1 or 6: Banish this card, face-down.<br>• 2 or 5: Draw one card.<br>• 3: Draw 2 cards, and your opponent discards 1 card.<br>• 4: Discard your entire hand.<br>If the result of a six-sided dice roll equals this card level while this card is in your Graveyard: You can Special Summon this card in face-up Attack position. You may only use this effect of "Lumen Librarian" once per turn.</desc>
<atk>700</atk>
<def>700</def>
<level>2</level>
<effect>1</effect>
<sub></sub>
<icon_state>E</icon_state>
<-/Unknown Monster #11->
<-Unknown Extra #1->
<name>Exalted Drake Lord - Malice</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>2 Monsters, including at least 1 "Exalted Drake" monster<br>If this card is Link Summoned, you can target one Dragon-type monster in your Deck: Add that card to your hand, also you cannot activate the effects or summon monsters with that name for the rest of the turn. You can target one "Exalted Drake" monster in your Graveyard; return that monster to your Deck, then send an "Exalted Drake" monster with a different name than the card returned from your Deck to the Graveyard. You can only use these effects of "Exalted Drake Lord - Malice" once per turn.</desc>
<atk>2000</atk>
<level>2</level>
<extra>Link</extra>
<links>*L SW**L SE*</links>
<effect>1</effect>
<sub></sub>
<icon_state>L</icon_state>
<-/Unknown Extra #1->
<-Unknown Extra #2->
<name>Exalted Drake Lord Rest - Malice The Beginning</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>2 Monsters, including at least 1 "Exalted Drake" monster<br>If this card is Link Summoned using an "Exalted Drake" Link Monster who has previously gained effects from other monsters this turn: this monster gains those effects. Cannot be destroyed by battle. If a card this monster points to is targeted for an attack: you can switch the target of the attack to this card. You can only use this effect of "Exalted Drake Lord Rest - Malice The Beginning" once per turn.</desc>
<atk>2500</atk>
<level>3</level>
<extra>Link</extra>
<links>*L SW**L SE**L E*</links>
<effect>1</effect>
<sub></sub>
<icon_state>L</icon_state>
<-/Unknown Extra #2->
<-Unknown Extra #3->
<name>Exalted Drake Lord Awakened - Malice The Undying</name>
<attrib>EARTH</attrib>
<type>Dragon</type>
<desc>2 Monsters, including at least 1 "Exalted Drake" monster <br>If this card is Link Summoned using an "Exalted Drake" Link Monster who has previously gained effects from other monsters this turn: this monster gains those effects. Cannot be destroyed by card effects. Once per turn: target 1 monster in either player's Graveyard; Special Summon it to a zone this card points to, however its name becomes "Exalted Drake Servant", its ATK becomes 1000 and its effects are replaced with the following effect:<br>• You can Tribute this card and target one "Exalted Drake Lord" monster you control; it gains 1000 ATK until the End Phase. If you control a face-up "Castle Darkmoor", you can activate this during either player's turn.</desc>
<atk>3000</atk>
<level>3</level>
<extra>Link</extra>
<links>*L SW**L S**L SE*</links>
<effect>1</effect>
<sub></sub>
<icon_state>L</icon_state>
<-/Unknown Extra #3->
<-Unknown Extra #4->
<name>Lumen Sage</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>2 Fiend Monsters<br>This card is also treated as a Spellcaster-type monster while in the field or Graveyard. "Lumen" monsters this card points to cannot be banished. One per turn: you can roll a six-sided die or toss a coin, then the following effects are applied depending on the result:<br>• 1: Draw one card for each dice roll/coin toss performed this turn.<br>• 2: Take 1000 points of damage.<br>• 3: Banish one card your opponent controls, face-down.<br>• 4: Your opponent draws 2 cards.<br>• 5: This card cannot be destroyed by battle or cards effects until the end of your opponent's next turn.<br>• 6: Destroy this card.<br>• Heads: Special Summon all of the material used to Link Summon this card from your Graveyard, but they cannot activate their effects while they are on the field.<br>• Tails: Banish all of the material used to Link Summon this card from your Graveyard, face-down.</desc>
<atk>2200</atk>
<level>2</level>
<extra>Link</extra>
<links>*L SW**L S*</links>
<effect>1</effect>
<sub></sub>
<icon_state>L</icon_state>
<-/Unknown Extra #4->
<-Unknown Extra #5->
<name>Lumen Dragon</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>2+ "Lumen Monsters"<br>This card is also treated as a Dragon-type monster while in the field or Graveyard. If this card is Fusion Summoned using 3 materials, it is unaffected by other card effects, except effects that include rolling die or tossing a coin, and cannot be Tributed. One per turn: you can roll a six-sided die or toss a coin, then the following effects are applied depending on the result:<br>• 1: Your opponent must randomly discard 2 cards from their hand.<br>• 2: You must randomly discard 2 cards from your hand.<br>• 3: Special Summon a monster from your Extra Deck that has an effect that includes rolling dice or tossing a coin, ignoring it's summoning conditions. If the monster summoned by this effect is an XYZ monster, attach up to 3 "Lumen" monster from your Deck as XYZ material to that monster.<br>• 4. Your opponent can Special Summon a monster from their Extra Deck, ignoring its summoning conditions.<br>• 5. You can attack this turn, up to the the number of dice rolls/coin tosses this turn.<br>• 6. This card cannot attack this turn.<br>• Heads. Your opponent cannot Special Summon until the end of their next turn.<br>• Tails: You cannot Special Summon until the end of the your next turn.</desc>
<atk>2800</atk>
<def>2100</def>
<level>8</level>
<extra>Fusion</extra>
<effect>1</effect>
<sub></sub>
<icon_state>F</icon_state>
<-/Unknown Extra #5->
<-Unknown Extra #6->
<name>Lumen Slot Machine</name>
<attrib>LIGHT</attrib>
<type>Fiend</type>
<desc>1 Tuner + 1 or more non-Tuner "Lumen" monsters<br>This card is also treated as a Machine-type monster while in the field or Graveyard. You can also Special Summon this card from your Extra Deck by sending a "Lumen Goddess", along with another "Lumen" monster you control to the Graveyard. One per turn: you can roll a six-sided die or toss a coin, then the following effects are applied depending on the result:<br>• 1: Special Summon up to 3 "Lumen" monsters from your Hand, Deck or Graveyard in Attack Position.<br>• 2: Your opponent can Special Summon up to 3 monster from their Hand, Deck or Graveyard that is the same Type as a monster they currently control in Attack Position.<br>• 3: This card's ATK/DEF points are doubled until the end of the turn.<br>• 4: This card's ATK/DEF points are halved until the end of the turn.<br>• 5: Destroy all Spell/Trap cards your opponent controls.<br>• 6: Destroy all Spell/Trap cards you control.<br>• Heads: You gain 2000 Life Points.<br>• Tails: You lose 2000 Life Points.</desc>
<atk>2400</atk>
<def>2100</def>
<level>7</level>
<extra>Synchro</extra>
<effect>1</effect>
<sub></sub>
<icon_state>S</icon_state>
<-/Unknown Extra #6->
<-Unknown Spell #1->
<name>Castle Darkmoor</name>
<attrib>Field</attrib>
<desc>This card gains the following effects depending on the amount of "Exalted Drake" monster with different names you have in the Graveyard:<br>• At least 1: All "Exalted Drake" monster you control gain 300 ATK.<br>• At least 2: This card cannot be destroyed by card effects.<br>• At least 3: Once per turn: You can add an "Exalted Drake" monster from your deck to your hand, but you cannot summon it this turn or use its effect, also take damage equal to the card's level x100<br>• At least 4. Once per turn: You can Special Summon an "Exalted Drake" monster from your Graveyard.<br>• At least 5. Your "Exalted Drake" monsters cannot be targeted by your opponent's card effects.</desc>
<icon_state>M</icon_state>
<-/Unknown Spell #1->
<-Unknown Spell #2->
<name>Ultimate Casino</name>
<attrib>Field</attrib>
<desc>This card cannot be removed from the field by card effects. This card's effects cannot be negated. If you control a "Lumen" monster, one per turn you can negate a dice roll/coin toss and re-roll/re-toss. During each player's Standby Phase: both players roll a six-sided die, then the following effects are applied for the rest of the turn depending on the result:<br>• 1. You cannot Normal Summon/Set.<br>• 2. All monsters you control lose 1000 ATK.<br>• 3. For each monster(s) you Special Summon, take 500 points of damage.<br>• 4. You gain an additional Normal Summon/Set this turn.<br>• 5. All monsters you control gain 1000 ATK.<br>• 6. For each monster(s) you Special Summon, gain 100 LP.</desc>
<icon_state>M</icon_state>
<-/Unknown Spell #2->
<-Unknown Spell #3->
<name>Lumen Fusion</name>
<attrib>Quick-Play</attrib>
<desc>Roll a six-sided die. Fusion Summon 1 "Lumen" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If the result of your dice roll was an even number, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Lumen Fusion" per turn.</desc>
<icon_state>M</icon_state>
<-/Unknown Spell #3->
</CUSTOM>
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Post by Blader on Oct 25, 2018 4:06:02 GMT
www.dropbox.com/s/cxhpdbm4ie5un63/Evil%20GenGar%20Set.dmi?dl=0WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Evil Necromancy Mage</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>Cannot be normal summon or set, this card can only be special summon by its own effect. If you control a level 1 "Evil" Monster(s), You can special summon this card from your hand or graveyard. When this card is Summoned: Set one "Evil" Spell/Trap from your deck to your side of the field. While “Evil House” is on the field: Pay 1500 LP; Special summon 1 level 3 "Evil" Monster from your hand or graveyard. You can only use each effect of "Evil Necromancy Mage" once per turn.</desc> <atk>2200</atk> <def>1100</def> <level>6</level> <effect>1</effect> <sub></sub> <icon_state>Evil Necromancy Mage</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Evil Doll</name> <attrib>DARK</attrib> <type>Fiend</type> <desc>Once per turn: Tribute this card and target one card your opponent controls; Special Summon up to 2 “Evil Doll” (s) from your deck in face-up attack position. Those monsters’ effect cannot be activated this turn, banish the targeted card.</desc> <atk>300</atk> <def>100</def> <level>1</level> <effect>1</effect> <sub></sub> <icon_state>Evil Doll</icon_state> <-/Unknown Monster #2->
<-Unknown Monster #3-> <name>Evil Servant</name> <attrib>DARK</attrib> <type>Fiend</type> <desc>You can tribute this card; Draw 1 card from your deck and special summon up to 2 "Evil Servant" (s) from your deck in face-up attack position. Those monsters’ effect cannot be activated this turn.</desc> <atk>200</atk> <def>200</def> <level>1</level> <effect>1</effect> <sub></sub> <icon_state>Evil Servant</icon_state> <-/Unknown Monster #3->
<-Unknown Monster #4-> <name>Evil Apprentice Vex</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>When this card is Summoned: You can return 3 “Evil” card(s) from the graveyard to the deck, then Special Summon 1 level 1 “Evil” monster with a different name from the cards returned by this effect from your deck in face-up attack position. During either player's turn, while “Evil House” is on the field: You can target 1 other face-up monster on the field; change it to face down defense position. You can only use each effect of "Evil Apprentice Vex" once per turn.</desc> <atk>1800</atk> <def>200</def> <level>3</level> <effect>1</effect> <sub></sub> <icon_state>Evil Apprentice Vex</icon_state> <-/Unknown Monster #4->
<-Unknown Monster #5-> <name>Evil Apprentice Sky</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>When this card is Summoned: Special summon 2 level 1 “Evil” monster(s) with the same name from your graveyard in face-up attack position, their effects are negated. Once per turn, while “Evil House” is on the field: Target 1 other card on the field; Banish it face down. “Evil Apprentice Sky” can only be Summoned once per turn.</desc> <atk>1800</atk> <def>200</def> <level>3</level> <effect>1</effect> <sub>Tuner</sub> <icon_state>Evil Apprentice Sky</icon_state> <-/Unknown Monster #5->
<-Unknown Monster #6-> <name>Evil Apprentice Rook</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>When this card is Summoned: You can return 2 “Evil” card(s) from the graveyard to the deck to draw 1 card from your deck. While “Evil House” is on the field: If you control an Extra Deck “Evil” monster you can special summon this card from your hand or GY. You can only Special Summon "Evil Apprentice Rook" by this effect once per turn.</desc> <atk>1500</atk> <def>500</def> <level>3</level> <effect>1</effect> <sub></sub> <icon_state>Evil Apprentice Rook</icon_state> <-/Unknown Monster #6->
<-Unknown Extra #1-> <name>Evil Twin Gen and Ren</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>2 “Evil” Monster(s) with the same name<br>You can only control 1 "Evil Twin Gen and Ren"<br>When this card is Summoned: Add 1 Spell/Trap from your GY to your hand. While “Evil House” is on the Field: This card can make 2 attack during the battle phase on monster(s), and any monster destroyed by this card is Banished. You can only use "Evil Twin Gen and Ren" effect once per turn.</desc> <atk>2200</atk> <level>2</level> <extra>Link</extra> <links>*L S**L E*</links> <effect>1</effect> <sub></sub> <icon_state>Evil Twin Gen And Ren</icon_state> <-/Unknown Extra #1->
<-Unknown Extra #2-> <name>Evil Witch Ragneg</name> <attrib>DARK</attrib> <type>Spellcaster</type> <desc>2 "Evil" Monster<br>You can only control 1 "Evil Witch Ragneg"<br>When this card is Summoned: You can add 1 “Evil” Spell/Trap card from your deck to your hand. Once per turn, during either player's while “Evil House” is on the field if you have 3 “Evil” card(s) in your graveyard with the same name, when your opponent activates a card or effect: Target one card face-up on the field or one card in the GY; Negate it's effects and banish it face-down. You can only use each effect of "Evil Witch Ragneg" once per turn.</desc> <atk>2100</atk> <level>2</level> <extra>Link</extra> <links>*L SW**L SE*</links> <effect>1</effect> <sub></sub> <icon_state>Evil Witch Ragneg</icon_state> <-/Unknown Extra #2->
<-Unknown Extra #3-> <name>Evil Necromancy Werewolf</name> <attrib>DARK</attrib> <type>Beast</type> <desc>2 "Evil" Level 1 monster<br>When this card is Summoned: You can target one card on the field; Return it to its owner's hand. Halve the ATK/DEF of any monster this card battles during damage step. Once per turn, during either player's turn while “Evil House” is on the Field: Detach one Xyz material; This card cannot be destroyed by battle or card effects this turn.</desc> <atk>2000</atk> <def>1500</def> <level>1</level> <extra>Xyz</extra> <effect>1</effect> <sub></sub> <icon_state>Evil Necromancy Werewolf</icon_state> <-/Unknown Extra #3->
<-Unknown Extra #4-> <name>Evil Necromancy Dragon</name> <attrib>DARK</attrib> <type>Dragon</type> <desc>3 "Evil" Monster<br>When this card is Summoned: Send 3 monsters with the same name from your Deck to the GY; Your opponent cannot Special Summon or Banish cards from the GY while this card is face up on the field. While "Evil House" is on the Field: This card cannot be targeted by card effect(s).</desc> <atk>3000</atk> <def>2500</def> <level>8</level> <extra>Fusion</extra> <effect>1</effect> <sub></sub> <icon_state>Evil Necromancy Dragon</icon_state> <-/Unknown Extra #4->
<-Unknown Extra #5-> <name>Evil Necromancy LichKing</name> <attrib>DARK</attrib> <type>Zombie</type> <desc>3 “Evil” Extra Deck Monsters<br>You can only control 1 "Evil Necromancy LichKing"<br>(This card’s original Rank is always 1.) You can also Xyz Summon this card by Banishing 6 “Evil” Card(s) From Hand, Field and/or GY and overlaying 3 “Evil” Monster(s) from GY from Hand, Field and/or GY to this card as Xyz Material. This card’s Xyz Summon cannot be negated. Once per turn, during either player's turn: Detach one Xyz material; Your opponent can only activate a card effect by Banishing a card from Hand, Field and/or GY this turn. While “Evil House” is on the Field: This card cannot be targeted by card effect(s).</desc> <atk>2500</atk> <def>2500</def> <level>1</level> <extra>Xyz</extra> <effect>1</effect> <sub></sub> <icon_state>X</icon_state> <-/Unknown Extra #5->
<-Unknown Extra #6-> <name>Evil Necromancy Lich Prince</name> <attrib>DARK</attrib> <type>Zombie</type> <desc>1 “Evil” Tuner + 1 + Non-Tuner Monsters<br>You can only control 1 "Evil Necromancy Lich Prince"<br>When this card is Summoned: Send 3 monsters with the same name from your Deck to the GY; Your opponent cannot Special Summon monster(s) from deck. While “Evil House” is on the Field: Once per turn, during either player’s turn target one card in the graveyard negate its’ effects for the rest of this turn.</desc> <atk>2100</atk> <def>1200</def> <level>5</level> <extra>Synchro</extra> <effect>1</effect> <sub></sub> <icon_state>S</icon_state> <-/Unknown Extra #6->
<-Unknown Spell #1-> <name>Evil Necromancy Binding</name> <attrib>Normal</attrib> <desc>You can activate one of the following effects of “Evil Necromancy Binding” once per turn:<br>*Special Summon 2 “Evil” monster(s) from your GY. Immediately after this effect resolves, either Link Summon or Xyz Summon using those cards as material.<br>*Fusion Summon one "Evil Necromancy" monster, by returning materials from your GY to your Deck.</desc> <icon_state>Evil Necromancy Binding</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Evil Necromancy Book</name> <attrib>Quick-Play</attrib> <desc>Special Summon 1 "Evil" Monster from your deck. While "Evil House" is on the field: You can banish this card from your graveyard; Target one card on the field flip it face-down. You can only use each effect of "Evil Necromancy Book" once per turn.</desc> <icon_state>Evil Necromancy Book</icon_state> <-/Unknown Spell #2->
<-Unknown Spell #3-> <name>Evil Necromancy Rebirth</name> <attrib>Normal</attrib> <desc>Special summon 1 “Evil” monster from the GY. While “Evil House” is on the field: You can banish this card from your GY; Draw 1 card. You can only use each effect of "Evil Necromancy Rebirth" once per turn.</desc> <icon_state>Evil Necromancy Rebirth</icon_state> <-/Unknown Spell #3->
<-Unknown Spell #4-> <name>Evil Necromancy Supplies</name> <attrib>Normal</attrib> <desc>Add one “Evil” Monster from your deck to your hand. While “Evil House” is on the field: You can banish this card from your GY; Destroy one face-up Spell/Trap. You can only use each effect of "Evil Necromancy Supplies" once per turn.</desc> <icon_state>Evil Necromancy Supplies</icon_state> <-/Unknown Spell #4->
<-Unknown Spell #5-> <name>Evil Necromancy Power</name> <attrib>Normal</attrib> <desc>Return 2 “Evil” cards from your hand to the deck then draw 3 cards. While “Evil House” is on the field: You can banish this card from your GY; Destroy one face-up monster on the field. You can only use each effect of "Evil Necromancy Power" once per turn.</desc> <icon_state>Evil Necromancy Power</icon_state> <-/Unknown Spell #5->
<-Unknown Spell #6-> <name>Evil House</name> <attrib>Field</attrib> <desc>When this card is activated: You can add 1 “Evil” card from your deck to your hand. While this card remains face-up on the field, Card(s) your opponent control(s) can be targeted and affected by “Evil” card(s) effect ignoring that targeted card(s) effect. "Evil House" can only be activated once per turn.</desc> <icon_state>Evil House</icon_state> <-/Unknown Spell #6->
<-Unknown Trap #1-> <name>Evil Necromancy Barrier</name> <attrib>Continuous</attrib> <desc>When this card is activated: "Evil" Monster(s) you control are unaffected by card effects until the end of turn. While "Evil House" is on the field: All Face-up "Evil" Monsters gain 500 ATK and DEF. </desc> <icon_state>Evil Necromancy Barrier</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #2-> <name>Evil Necromancy Protection</name> <attrib>Counter</attrib> <desc>When your opponent summons a monster or activates a Spell/Trap while you control a "Evil House" and a "Evil" monster; negate the effect and banish the card face down.</desc> <icon_state>Evil Necromancy Protection</icon_state> <-/Unknown Trap #21-> </CUSTOM>
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Rosa
New Member
Posts: 17
Byond Key: DAWN10
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Post by Rosa on Oct 25, 2018 15:35:12 GMT
Icon Pack for IceAssFire2050 my Customsdrive.google.com/open?id=1G2i0cZGKjURhcjI_q3KpaDaGELnv1_T8WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Zurcarak Meethaine</name> <attrib>WATER</attrib> <type>Beast-Warrior</type> <desc>Once per turn, during either player turn, you can roll a six-die and gain life point equal to the result x200, if the result is 6, you can roll a six-die again and apply this effect again. You can only roll a six-die upto two times with this effect. When this card battle, place a Eau Flea counter on battling opponent monster. If this card destroy a monster with a Eau Flea counter on it by battle, gain life points equal to the half of his ATK plus 200 for each Eau Flea counter on it.</desc> <atk>1800</atk> <def>1500</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Meethaine</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Zurcarak Catar</name> <attrib>FIRE</attrib> <type>Beast-Warrior</type> <desc>Once per turn, during either player turn, you can roll a six-die and inflict damage your opponent equal to the result x200, if the result is 6, you can roll a six-die again and apply this effect again. You can only roll a six-die upto two times with this eff. When this card battle, place a Eau Flea counter on battling opponent monster. If this card destroy a monster with a Eau Flea counter on it by battle, inflict damage to your opponent equal to the half of his ATK plus 200 for each Eau Flea counter on it.</desc> <atk>1900</atk> <def>1000</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Catar</icon_state> <-/Unknown Monster #2->
<-Unknown Monster #3-> <name>Zurcarak Will Skass</name> <attrib>EARTH</attrib> <type>Beast-Warrior</type> <desc>Once per turn, when this card battle you can make both players shuffle their decks then both reveal the top card their decks, if you reveal a monster and your opponent not, this card gain 1000 ATK and DEF and the opponent monster ATK is halved or vice versa, otherwise, the battle continue normaly. if you revealed a "Zurca" monster, your ATK is double instead and the card is added to your hand. the cards revealed by this effect are returned to their original position. When this card battle, place a Eau Flea counter on battling opponent monster. If this card destroy a monster with a Eau Flea counter on it by battle, excavate a number of card of your deck equal to the number counters on the destroyed monster, add one "Zurca" card among these, then place them on the top in any order.</desc> <atk>1800</atk> <def>2000</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>WillSkass</icon_state> <-/Unknown Monster #3->
<-Unknown Monster #4-> <name>Zurcarak Shesearch</name> <attrib>WIND</attrib> <type>Beast-Warrior</type> <desc>If this card is normal or special summoned, you can add a "Zurca" card of your deck to your hand. You can only use this effect once per turn. When this card battle, place a Eau Flea counter on battling opponent monster. If all monsters on the opponent side field have Eau Flea counters, this card can attack directly. If this card inflict battle damage to your opponent you can return one card of you opponent side field, graveyard or a random card in his hand to his deck and shuffle it.</desc> <atk>1500</atk> <def>800</def> <level>3</level> <effect>1</effect> <sub></sub> <icon_state>Shesearch</icon_state> <-/Unknown Monster #4->
<-Unknown Monster #5-> <name>Zurcarak Feline Hero</name> <attrib>LIGHT</attrib> <type>Beast-Warrior</type> <desc>If you opponent control more monsters than you do, you can special summon this card of your hand. you can only special summon "Zurcarak Feline Hero" once per turn by this way. If this card is Normal or Special summoned flip a coin, if heads, you can special summon a number of "Meow Meow Token" (Beast/DARK/Level 1/ATK 0/DEF 0) upto the number of monsters your opponent control with Eau Flea counters. You cannot special summon monsters of your extra deck for the rest from turn except "Zurca" monsters. When this card battle, place a Eau Flea counter on battling opponent monster. If this card destroy a monster with a Eau Flea counter on it by battle, you can make a second attack in a row.</desc> <atk>2000</atk> <def>1000</def> <level>5</level> <effect>1</effect> <sub></sub> <icon_state>Hero</icon_state> <-/Unknown Monster #5->
<-Unknown Monster #6-> <name>God of Zurcalia</name> <attrib>DIVINE</attrib> <type>Divine-Beast</type> <desc>Must be special summoned (from your hand) by tributing 3 monsters of your control incluiding atleast one "Zurca" monster and cannot be special summoned by other ways except by his own effect. The special summon this card cannot be negated. Your opponent cant activate cards or effects when this card is summoned. unnafected by your opponent card effects while "Zurcalia Grand Casino" is face up on the field. you can only control one "God of Zurcalia". If "Zurcalia Grand Casino" is face up on the field, your opponent must pay 500 or banish the two top cards of his deck face down for summon monsters of his hand or extra deck. Once per turn, you can can banish a "Zurca" monster in your graveyard except "God of Zurcalia", this card gain the effects from banished monster until your next standby phase. If this card is removed from field by a opponent card, you can flip a coin, if heads, special summon this card to your side field and double it ATK and DEF but those effects are negated, if tails, banish this card face down.</desc> <atk>3000</atk> <def>2500</def> <level>12</level> <effect>1</effect> <sub></sub> <icon_state>God</icon_state> <-/Unknown Monster #6->
<-Unknown Extra #1-> <name>Zurcarak Sharp Sentinel</name> <attrib>LIGHT</attrib> <type>Beast-Warrior</type> <desc>2 monsters incluiding atleast a "Zurca" monster.<br>If this card is link summoned target a "Zurca" monster in your graveyard, then toss a coin, if heads, special summon it, if tails, add it to your hand. If this card destroy a monster with a Eau Flea counter on it by battle, you can toss a coin, if heads banish it facedown, if tails, return it to it owner deck.</desc> <atk>2200</atk> <level>2</level> <extra>Link</extra> <links>*L SW**L SE*</links> <effect>1</effect> <sub></sub> <icon_state>Sentinel</icon_state> <-/Unknown Extra #1->
<-Unknown Extra #2-> <name>Zurcarak Sharp Sorceress</name> <attrib>DARK</attrib> <type>Beast-Warrior</type> <desc>2 monsters incluiding atleast a "Zurca" monster.<br>If this card is link summoned target a "Zurca" spell or trap card in your graveyard, then toss a coin, if heads, set it or your side field, if tails, add it to your hand. This card can attack all monster on your opponent side field with Eau Flea counters once each.</desc> <atk>2200</atk> <level>2</level> <extra>Link</extra> <links>*L W**L E*</links> <effect>1</effect> <sub></sub> <icon_state>Sorceress</icon_state> <-/Unknown Extra #2->
<-Unknown Spell #1-> <name>Zurcalia Grand Casino</name> <attrib>Field</attrib> <desc>When this card is activated place one Eau Flea counter on all face-up monsters your opponent control, if you do, add a "Zurcalia" card of your deck or graveyard to your hand except "Zurcalia Grand Casino". You can only activate this card once per turn. All "Zurca" monsters of your control gain 300 atk and def. If you control a "Zurca" monster, this card cannot be destroyed by card effects. During your standby phase or when this card is activated of your hand, you can roll a six-die and apply the following effects based on the result:<br>• 1: Return this card to your hand.<br>• 2: All monsters of your control gain 500 ATK until your next stanby phase, "Zurca" monsters gain 1000 instead.<br>• 3: All monsters on the field lose 1000 atk until your next standby phase.<br>• 4: Monsters of your control cannot be destroyed until your next standby phase.<br>• 5: Monsters your opponent control cannot by destroyed by battle until your next standby phase.<br>• 6: Only once per turn, apply one previous effects then roll a six-die again, if you roll 6, during your next draw phase, draw 3 cards in adition to your normal draw.</desc> <icon_state>Casino</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Zurcalia Grand Slot Treasure</name> <attrib>Continuous</attrib> <desc>If "Zurcalia Grand Casino" is face-up on your field, this card cannot by destroyed by your opponent card effects. During your main phase; if "Zurcalia Grand Casino" is face-up on your field; pay 500 life point, excavate the 3 top cards of your deck then apply the following effects based on the type cards revealed. you can only use this card effect once per turn.<br>• 2 Monsters: Add one "Zurca" monster revealed to your hand then shuffle the rest into your deck, gain 500 life point.<br>• 3 Monsters: Add one monster revealed then gain 1000 life points, shuffle the rest into your deck.<br>• 2 Spells: Add one "Zurca" spell card revealed to your hand then shuffle the rest into your deck, gain 500 life point. <br>• 3 Spells: Add one spell card revealed then gain 1000 life points, shuffle the rest into your deck.<br>• 2 Traps: Add one "Zurca" trap card revealed to your hand then shuffle the rest into your deck, gain 500 life point.<br>• 3 Traps: Add one trap card revealed then gain 1000 life points, shuffle the rest into your deck. • Otherwise: Until your next stanby phase, your opponent can use this card effect during his/her turn, aditionally, your opponent can add any card even if not "Zurca" cards was revealed but must meet the requirements described.</desc> <icon_state>Slots</icon_state> <-/Unknown Spell #2->
<-Unknown Spell #3-> <name>Zurcalia Grand House Deal</name> <attrib>Normal</attrib> <desc>Flip a coin, if heads Draw one card and return this card to your hand, if tails, your opponent draw one card and give this card to your opponent. If you draw a "Zurca" card with this effect, draw one aditional card. you can activate this card upto two times per turn. "Zurcalia Grand Casino" must be face up on the field for activate and resolve this effect.</desc> <icon_state>HouseDeal</icon_state> <-/Unknown Spell #3->
<-Unknown Trap #1-> <name>Zurcalia Grand Anti Cheater Department</name> <attrib>Counter</attrib> <desc>If your control a "Zurca" monster, Negate the summon or the activation of a card or effect your opponent, if you control a "Zurcalia Grand Casino", you can set that card on your field. During your turn, you can banish this card of your graveyard and toss a coin, if heads, normal summon a "Zurca" monster in addition you normal summon or set, if tails, this turn, your opponent cannot activate cards or effects in response to a summon or attack of a "Zurca" monster but all monsters of your control are returned to your hand during end phase. You can only use this effect once per turn.</desc> <icon_state>AntiCheater</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #2-> <name>Zurcalia Grand Craps Game</name> <attrib>Continuous</attrib> <desc>This card can be only activate if "Zurcalia Grand Casino" is face up on the field. This card is destroyed if "Zurcalia Grand Casino" is removed from field. When two monsters battle, you can make both players toss a six-die then apply the following effects based on the result: <br>• If your number is highter than your opponent: the opponent monsters is destroyed and your monster gain ATK and DEF equal to the half from destroyed monster, if you number was 6 the opponent monster is banished facedown and you gain the original ATK and ATK instead.<br>• If your number is lower than your opponent: your monster is destroyed and the opponent monster gain ATK and DEF equal to the half from destroyed monste, if your opponent number was 6, your monster is banished facedown and your opponent monster gain the original atk and def instead.<br>• If both are the same number: the battle continue normaly.</desc> <icon_state>CrapGame</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #3-> <name>Zurcalia Grand Flea Control</name> <attrib>Continuous</attrib> <desc>Tribute a "Zurca" monster. Place Eau Flea counters on monsters your opponent control equal to the level from monster tributed. Once per turn, when a "Zurca" card or effect is activated that involve rolling a six-die or tossing a coin, you can remove two Eau Flea counters on the field, then you can decide wich result will be for that effect instead. You can banish this card of your graveyard except during the turn this card was sent there, target a "Zurca" monster of your control and a opponent monster with Eau Flea counters on it, destroy them, if you do, special summon a "Monstrosity Meow Meow Token" (Beast/DARK/Level 12/ATK ?/DEF 0) with same ATK and effect as the destroyed opponent monster but you cannot summon other that "Zurca" monsters while that token is on the field. You can only use this effect once per turn.</desc> <icon_state>FleaControl</icon_state> <-/Unknown Trap #21-> </CUSTOM>
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Post by raikotooo on Oct 25, 2018 22:34:29 GMT
Monsters: Chanterlelle Magenta Attribute: Fire LV: 4 1900 ATK/ 100 DEF [Plant / Effect] When this card is Normal Summoned: You can place 1 Spore counter on face-up monster(s) your opponent controls. (If the number of Spore Counters on a monster your opponent controls exceed its Level or it's Rank + 2, or its Link Rating x 2, gain control of that monster. If a monster with Spore Counters is used as a Tribute/Ritual/Fusion/Synchro/Xyz/Link Material for the summon of another monster, move its Spore Counters to that monster. These effects remain even if this card is no longer on the field.) Once per turn, You can discard 1 "Chanterelle" card: Special Summon 1 Level 4 or lower "Chanterelle" monster from your Deck GY to your field in Defense Positon but destroy it during the End Phase. Chanterelle Crimson Attribute: Fire LV: 3 1000 ATK/ 1000 DEF [Plant / Tuner/ Effect] When this card you control is destroyed by battle or card effect and sent to the Graveyard, you can Special Summon 1 Level 4 or lower Plant-Type monster, except "Chanterelle Crimson", from your Graveyard. 1000 DEF? You're making a worse version of existing cards like this. Blue Rose Dragon, Lord Poison, etc. Are you sure?Chanterelle Persian Attribute: Fire LV: 3 100 ATK/ 2500 DEF [Plant / Tuner / Effect] Your opponent cannot target face-up "Chanterelle" monsters for attacks, except this one. When this card is sent from the field to the Graveyard, you can add 1 Plant-Type monster with 1000 or less DEF from your Deck to your hand. Chanterelle Brigoldi Attribute: Fire LV: 5 2150 ATK/ 1000 DEF [Plant / Effect] If this card is Special Summoned: You can Special Summon 2 "Chanterelle Token" (Plant/Fire/Level 1/ATK 0/DEF 0) But destroy them during the End Phase. You can only use this effect of "Chanterelle Brigoldi" once per turn. Chanterelle Vanadis Attribute: Fire LV: 3 1400 ATK/ 1000 DEF [Plant / Effect] If this card is added to your hand by an effect: You can Special Summon this card from the hand. If this card Special Summoned this way is sent to the GY as a Link Material: Place 2 Spore counters on each face-up monster your opponent controls. (If the number of Spore Counters on a monster your opponent controls exceed its Level or it's Rank + 2, or its Link Rating x 2, gain control of that monster. If a monster with Spore Counters is used as a Tribute/Ritual/Fusion/Synchro/Xyz/Link Material for the summon of another monster, move its Spore Counters to that monster. These effects remain even if this card is no longer on the field.) You can only use each effect of "Chanterelle Vanadis" once per turn. Extra Deck: Chanterelle Elle Attribute: Fire ATK: 1500 Link 2 [Left, Right]2 Plant Type Monsters [Plant / Link / Effect] "Chanterelle" monsters this card points to cannot be destroyed by battle. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 2 "Chanterelle" monsters with different names in your GY; Special Summon them in face-up Defense Position. Chanterelle Mahogany Attribute: Fire Link 2 [Lower Left / Lower Right] ATK: 1700 2 Plant Type Monsters [Plant / Link / Effect] All Plant Type monsters on the field gain 300 ATK and DEF for each Spore Counter on the field. If this card in your possession is sent to your Graveyard by your opponent's card (either by battle or by card effect): You can Special Summon 1 LV 5 or lower Plant-Type monster from your Deck in face up Defense Position. You can only use this effect of "Chanterelle Mahogany" once per turn. Chanterelle Rose Dragon Attribute: Fire Link 4 [Up, Down, Left, Right] 3000 ATK
2+ Monsters Including at least 1 "Chanterelle" monster
[Plant / Link / Effect]
If this card attacks, it is unaffected by other card effects until the end of the Damage Step. Once per turn, If exactly 1 other Plant-Type monster you control is destroyed by battle and sent to the Graveyard: Place 1 spore counter on the monster that destroyed it. (If the number of Spore Counters on a monster your opponent controls exceed its Level or it's Rank + 2, or its Link Rating x 2, gain control of that monster. If a monster with Spore Counters is used as a Tribute/Ritual/Fusion/Synchro/Xyz/Link Material for the summon of another monster, move its Spore Counters to that monster. These effects remain even if this card is no longer on the field.)
Chanterelle Scarlet
Attribute: Fire
LV: 5
2500 ATK/ 1000 DEF
1 tuner + 1 or more non-Tuner Plant type monsters
[Plant / Synchro / Effect]
• While in Attack Position: Plant-Type monsters you control cannot be destroyed by battle.
• While in Defense Position: Plant-Type monsters you control cannot be targeted by, or be destroyed by, card effects.
Spells:
Spore Infestation
[Continuous Spell / Effect]
During each of your Standby Phases, place 1 Spore Counter on each face-up monster your opponent controls. (If the number of Spore Counters on a monster your opponent controls exceed its Level or it's Rank + 2, or its Link Rating x 2, gain control of that monster. If a monster with Spore Counters is used as a Tribute/Ritual/Fusion/Synchro/Xyz/Link Material for the summon of another monster, move its Spore Counters to that monster. These effects remain even if this card is no longer on the field.) Once per turn: You can remove all Spore Counters from monsters your opponent controls; Draw 1 card for each monster you removed Spore Counters from.
Firefly Illumination
[Field Spell]
Each time a "Chanterelle" monster(s) is Summoned, place 1 Spore Counter on each faceup monster(s) your opponent controls. During each of your Standby Phases, place 1 Spore Counter on each face-up monster your opponent controls. (If the number of Spore Counters on a monster your opponent controls exceed its Level or it's Rank + 2, or its Link Rating x 2, gain control of that monster. If a monster with Spore Counters is used as a Tribute/Ritual/Fusion/Synchro/Xyz/Link Material for the summon of another monster, move its Spore Counters to that monster. These effects remain even if this card is no longer on the field.) You can send this card to the Graveyard to inflict 400 damage to your opponent for each Spore Counter on the field.
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Post by rakionicida2 on Oct 26, 2018 2:49:36 GMT
List of Monster cards:
Ancient Egyptian Rotten Mummy
DARK
Level 3
[Zombie/Effect]
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". When this face-up card is destroyed by battle and sent to the GY: You can add 1 level 4 or lower "Ancient Egyptian" monster from yuor Deck to your hand. If this card is added to your hand by a card effect: You can Special Summon it, but banish it when it leaves the field.
ATK: 1000 DEF: 1000 ------------------------ O ---------------------------
Ancient Egyptian Cursed Spider
DARK
Level 1
[Insect/Effect]
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". When this card is destroyed by battle by an opponent monster: Take contorl of it until the next End Phase after this effect was activated, but all battle damage your opponent takes from battles involving that monster is halved. You can banish this card from your GY, except during the turn it was sent there: Target 1 face-up monster you control; double its original ATK, but destroy it during the End Phase. You can only use each effect of "Ancient Egyptian Cursed Spider" once per turn.
ATK: 300 DEF: 200 ------------------------ O ---------------------------
Ancient Egyptian Tomb Snake
DARK
Level 3
[Reptile/Effect]
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". When this card is Normal/Special Summoned: You can target 1 monster your opponent controls; that target loses 500 ATK/DEF, until the End Phase. You can only use this effect of "Ancient Egyptian Tomb Snake" once per turn. If this card is destroyed and sent to the GY: You can Special Summon 1 "Ancient Egyptian Tomb Snake" from your Deck.
ATK: 1200 DEF: 500 ------------------------ O ---------------------------
Ancient Egyptian Sacred Guardian Asim
DARK
Level 6
[Rock/Ritual/Effect]
You can Ritual Summon this card with "Awakening of the Sacred Guardian". This card's effects cannot be activated unless you control a face-up"Anicent Egyptian Sacred Pyramid". While this card remains face-up on the field: Your opponent cannot target "ancient Egyptian" monsters for attacks or card effects, except this one. The first time this card would be destroyed by battle or by a card effect each turn, it is not. When this card is targeted for an attack while in Deffense Position: You can halve this card's ATK, and if you do, increase it's DEF by it's current ATK until the end of this turn. If this card is destroyed by battle and sent to your GY: Special Summon 1 "Ancient Egyptian" monster from your GY in Deffense Position, except "Ancient Egyptian Sacred Guardian Asim". You can only use each effect of "Ancient Egyptian Sacred Guardian Asim" once per turn.
ATK: 1800 DEF: 2150 ------------------------ O ---------------------------
Ancient Egyptian Jewel Beetle
DARK
Level 2
[Insect/tuner/Effect]
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". If you control a face-up "Ancient Egyptian" monster: You can Special Summon this card(from your hand). You can only Special Summon "Ancient Egyptian Jewel Beetle" once per turn this way. Once per turn: You can target 1 face-up "Ancient Egyptian" monster you control, and either increase or reduce it's Level by 1.
ATK: 800 DEF: 0 ------------------------ O ---------------------------
Ancient Egyptian Sacred Scorpion Runihura
DARK
Link 2
Bottom, Top
[Insect/Link/Effect]
2 Monsters, including 1 "Ancient Egyptian" monster
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". If this Link Summoned card attacks an opponent monster that it points to: You can make this card gain 500 ATK, until the end of the Damage Step. If this card or a monster on your field that this card points to attacks a Deffense Position monster: You can activate this effect; it can inflict piercing battle damage to your opponent this turn. You can only use this effect of "Ancient Egyptian Sacred Scorpion Runihura" once per turn.
ATK: 1700 ------------------------ O ---------------------------
Ancient Egyptian Sacred Swordsman Sefu
DARK
Level 7
[Warrior/Synchro/Effect]
1 "ancient Egyptian" Tuner + 1+ non-Tuner monsters
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". This Synchro Summoned card can attack twice per Battle Phase. Once per turn (Quick Effect): You can Tribute 1 monster on your side of the field; this card gains 800 ATK, until the end of this turn. If this Special Summoned card is destroyed by an opponent's card (either by battle or card effect) and sent to the GY: You can Special Summon 1 Level 6 or lower "ancient Egyptian" monster from your hand or GY. You can only use this effect of "Ancient Egyptian Sacred Swordsman Sefu" once per turn.
ATK: 2500 DEF: 2000 ------------------------ O --------------------------- Ancient Egyptian Pharaoh Tor
DARK
Level 8
[Spellcaster/Effect]
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". While this card is face-up on the field, your face-up "Ancient Egyptian" monsters cannot be destroyed by battle. While you control another "Ancient Egyptian" monster, your opponent cannot target this card with card effects. When this card destroys an opponent monster by battle and sends it to the GY: You can Special Summon 1 Level 4 or lower "Ancient Egyptian" monster from your Deck in Deffense Position. During each of your End Phases: Tribute 1 monster or destroy this card. You can only control 1 face-up "Ancient Egyptian Pharaoh Tor".
ATK: 2700 DEF: 2200 ------------------------ O ---------------------------
Ancient Egyptian Doom Warrior Bomani
DARK
Level 4
[Warrior/Effect]
You can discard this card to the GY to add 1 "Anicent Egyptian Sacred Pyramid" from your deck to your hand. If this card is on the field but "Anicent Egyptian Sacred Pyramid" is not on the field, destroy this card. This card can inflict Piercing Battle Damage. Any Battle Damage from battles involving this card is halved.
ATK: 2100 DEF: 0 ------------------------ O ---------------------------
Ancient Egyptian Sacred Pharaoh Khaldun
DARK
Link 3
Bottom-Left, Bottom-Right, Top
[Spellcaster/Link/Effect]
2+ "Ancient Egyptian" monsters
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". Cannot be used as a LInk Material the turn it's Link Summoned. When this card is Link Summoned and you control no other monsters: You can target 1 "Anicent Egyptian" monster in your GY and equip it to this card. Gains ATK equal to half the equiped monster's ATK. You can special Summon 1 "Anicent Egyptian" monster from your hand or deck, but it has it's effects negated, also send it to the GY during the End Phase. You can only use this effect of "Ancient Egyptian Sacred Pharaoh Khaldun" once per turn. Once per turn, at the start of your opponent's Battle Phase: You can target one monster your opponent controls; that monster gains 500 ATK and cannot be destroyed by battle this turn, also it must attack this card, if able. You can only control 1 face-up "Ancient Egyptian Sacred Pharaoh Khaldun".
ATK: 3000 ------------------------ O ---------------------------
Ancient Egyptian Sacred Snake Apophis
DARK
Rank 3
[Reptile/Xyz/Effect]
2 Level 3 "Ancient Egyptian" monsters
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". Once per turn (Quick Effect): You can detach an Xyz material from this card to target 1 monster you control; increase its ATK by 500 and it can inflict Piercing Battle Damage, but change it to Deffense Position during the End Phase. When this card is sent to the GY: You can send 1 card from your hand to the GY to target 1 card in your opponent's field; banish it.
ATK: 1800 DEF: 1500 ------------------------ O ---------------------------
Ancient Egyptian Sacred Deity Aten
DARK
Link 4
Top-Left, Left, Bottom, Bottom-Right
[Divine-Beast/Link/Effect]
2+ "Ancient Egyptian" monsters
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". While there is a Field Spell on the field, this card is unnafected by other Monsters' effects. When this card attacks while it points to a monster, your opponent cannot activate cards in the Spell/Trap Zone until the end of the Damage Step. If this card would be destroyed by battle: You can destroy one monster that this card points to on your field to the GY instead. If this card leaves the field: You can Special Summon 1 "Ancient Egyptian" monster from your GY in face-up Attack Position, but it has it's effects negated. You can only control 1 face-up "Ancient Egyptian Sacred Deity Aten".
ATK: 3300 ------------------------ O ---------------------------
Ancient Egyptian Sacred Priest Chike
DARK
Level 4
[Spellcaster/Synchro/Tuner/Effect]
1 "Ancient Egyptian" Tuner + 1 Non-Tuner monster
This card's effects cannot be activated unless you control a face-up "Anicent Egyptian Sacred Pyramid". When you Synchro Summon this card you can: Immediately after this effect resolves, Special Summon 1 Level 3 or lower non-tuner monster from your GY or that is banished, but it has it's effects negated You can only use this effect of "Ancient Egyptian Sacred Priest Chike" once per turn. This card is unaffected by your opponent's Spell/Trap effects. While this card is face-up on your field, your opponent cannot target cards in your Spell/Trap Zones with card effects. Once per turn: you can target 2 monsters on the field; the Level of the first target becomes the same as the second target. Both this card and those targets cannot attack the turn you activated this effect.
ATK: 1300 DEF: 900 ------------------------ O ---------------------------
Ancient Egyptian Ultiamte Immortal Devil Pharaoh Fenyang
DARK
Level 12
[Fiend/Fusion/Effect]
"Ancient Egyptian Pharaoh Tor" + 1 "Ancient Egyptian" Link Monster + 1 Level 4 or lower DARK monster
Must be Fusion Summoned and it cannot be Special Summoned by other ways. If "Anicent Egyptian Sacred Pyramid" is not face-up on the field, this card has it's effects negated. If it was Fusion Summoned using "Anicent Egyptian Sacred Fusion": This card is unaffected by other cards effects. If this is the only monster you control, it cannot be destroyed by battle. This card can attack twice during each Battle Phase. Once per turn: You can banish 1 "Ancient Egyptian" monster from your hand or GY; this card gains ATK equal to that monster's original ATK, until the End Phase. If you activated this effect, until the end of this turn, all damage inflicted to your opponent is halved. Once per turn, When your opponent Special Summon(s) a monster(s)(Quick Effect): You can inflict 500 points of damage to your opponent,and if you do, all face-up monsters your opponent controls loses 500 ATK/DEF. If this card is destroyed by battle and sent to your GY: You can Special Summon 1"Ancient Egyptian Pharaoh Tor" from your hand/deck or GY in Attack Position. You can only control 1 face-up "Ancient Egyptian Ultiamte Immortal Devil Pharaoh Fenyang".
ATK: 4000 DEF: 4000 ------------------------ O ---------------------------
List of Spell/Trap cards:
Awakening of the Sacred Guardian
[Ritual Spell]
(This card is always treated as an "Ancient Egyptian" card). This card is used to Ritual Summon "Ancient Egyptian Sacred Guardian Asim". You must also Tribute monsters from your field or hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During the End Phase, except the turn this card was sent to the GY: You can banish this card from your GY to target 1 "Anicent Egyptian Sacred Pyramid" from your GY or that is banished; add taht target to your hand, and if you do, draw 1 card. You can only use this effect of "Awakening of the Sacred Guardian" once per turn. ------------------------ O ---------------------------
Anicent Egyptian Sacred Pyramid
[Field Spell]
This card's activation cannot be negated. All "Anicent Egyptian" monsters gain 300 ATK/DEF. Once per turn, when an "Ancient Egyptian" monster you control battles: You can make the battle damage from that battle 0. Once per turn, if this face-up card would be destroyed by an opponent's card effect: You can send 1 face-up "Anicent Egyptian" monster you control to the GY instead. If this face-up card leaves the field: Destroy all"Anicent Egyptian" monsters on the field. During your End Phase: You can target 1 "Anicent Egyptian" monster in your GY; return it to the Deck. There can only be 1 face-up "Anicent Egyptian Sacred Pyramid" on the field. ------------------------ O ---------------------------
Pyramid's Ancient Barrier
[Counter Trap]
(This card is always treated as an "ancient Egyptian" card). Activate This card only when your opponent activates a card or effect that does not target while you control a face-up "Anicent Egyptian Sacred Pyramid". Negate that card or effect and destroy it, then both players draw 1 card. ------------------------ O ---------------------------
The Inverted Pyramid
[Continuous Spell]
(This card is always treated as an "ancient Egyptian" card). When you activate this card: Target 1 face-up "Anicent Egyptian Sacred Pyramid" on the field; it cannot be destroyed by card effects, but it has its effects negated. If you activated this card by using the effect of "The Levitating Pyramid", it is unaffected by other card effects. During your next Standby Phase after activation, destroy this card, and, if you do, roll a six-sided die, then apply one of these effects depending on the result, and, if you do, send 1 face-up "Anicent Egyptian Sacred Pyramid" to the GY: *1: Both Players take 1000 damage. *2: Destroy all monsters on the field, then inflict damage to both players equal to the amount of destroyed monsters X 500. *3: Destroy all cards in the Spell/Trap Zones, then inflict damage to both players equal to the amount of destroyed cards X 500. *4: Destroy all cards you control, except "Anicent Egyptian Sacred Pyramid", and take 300 for each card destroyed. *5: Destroy all cards your opponent controls, then inflict 300 points to your opponent for each card destroyed. *6: Destroy all cards on the field,except "Anicent Egyptian Sacred Pyramid", and inflict damage to both players equal to the total amount of destroyed cards X 200. ------------------------ O ---------------------------
Anicent Egyptian Sacred Fusion
[Normal Spell]
Fusion Summon 1 Fusion Monster from your Extra Deck, using "ancient Egyptian" monsters from your hand or either side of the field as materials. You can Banish this card from your GY, except during the turn you activated this card: Select 2 "ancient Egyptian" cards in your GY and place them on the bottom of your deck; then draw 1 card. You can only use this effect of "Anicent Egyptian Sacred Fusion" once per turn. ------------------------ O ---------------------------
The Levitating Pyramid
[Continuous Trap]
(This card is always treated as an "ancient Egyptian" card). Your opponent cannot activate cards or effects in response to this card's activation. Activate this card by targeting a face-up "Anicent Egyptian Sacred Pyramid" you control. As long as this card remains face-up on the field, the targeted card is unaffected by other card effects. If this card is destroyed, except by it's own effect, send the targeted card to the GY. During your 2nd Standby Phase after this card's activation, destroy this card. If destroyed this way, you can activate 1 "The Inverted Pyramid" from your hand/deck or GY. There can only be 1 face-up "The Levitating Pyramid" on the field.
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hexz
New Member
Posts: 1
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Post by hexz on Oct 26, 2018 3:30:26 GMT
WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Control Reactor - AID</name> <attrib>DARK</attrib> <type>Machine</type> <desc>If a "Reactor" monster you control inflict damage to your opponent by battle or card effect; you can Special Summon this card from your hand or graveyard. You can only use this effect of "Control Reactor - AID" once per turn. While this card is on the field, other "Reactor" monster you control cannot be targeted or destroyed by an opponent's card effect, also negate the effects of a card destroyed by a "Reactor" monster. </desc> <atk>1000</atk> <def>2800</def> <level>5</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Core Reactor - AI</name> <attrib>DARK</attrib> <type>Machine</type> <desc>You can Tribute this card; Special Summon 1 "Reactor" Monster from your hand or deck. If this card is in your graveyard: you can send 1 card from your hand to the graveyard; Special Summon this card. You can only use each effect of "Core Reactor" once per turn.</desc> <atk>0</atk> <def>0</def> <level>1</level> <effect>1</effect> <sub>Tuner</sub> <icon_state>E</icon_state> <-/Unknown Monster #2->
<-Unknown Monster #3-> <name>Effect Reactor - R R</name> <attrib>DARK</attrib> <type>Machine</type> <desc>Once per turn, when your opponent activates a Monster effect, you can destroy the monster and inflict 800 damage to your opponent.</desc> <atk>100</atk> <def>2000</def> <level>2</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #3->
<-Unknown Monster #4-> <name>Giant Bomber AIR RAID</name> <attrib>DARK</attrib> <type>Machine</type> <desc>This card's name becomes "Flying Fortress SKY FIRE" while it is in the Graveyard. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Reactor Detonation". Once per turn, you can send 1 card from your hand to the Graveyard; target 1 "Reactor" monster in your graveyard and equip it to this card. This card gains the equipped monster(s) effect. This card is Treated as a "Reactor" monster while equipped with a "Reactor" monster. If this card would be destroyed by battle or card effect destroy 1 equipped monster instead.</desc> <atk>3300</atk> <def>2000</def> <level>10</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #4->
<-Unknown Extra #1-> <name>Blaze Wing - Skyhawk</name> <attrib>DARK</attrib> <type>Machine</type> <desc>1 Tuner + 1 or more non-Tuner Machine monsters<br>While it is in the Graveyard, this card is treated as a "Reactor" monster. If this card is Synchro Summon; you can Special Summon 1 "Reactor" monster from your Deck to your field. You can only use this effect of "Blaze Wing - Skyhawk" once per turn. If a Machine monster you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.</desc> <atk>1900</atk> <def>1500</def> <level>5</level> <extra>Synchro</extra> <effect>1</effect> <sub>Tuner</sub> <icon_state>S</icon_state> <-/Unknown Extra #1->
<-Unknown Extra #2-> <name>Fuel Reactor</name> <attrib>DARK</attrib> <type>Machine</type> <desc>2 "Reactor" monsters<br>When this card is Link Summoned, Special Summon 1 "Reactor" monster from your deck to your field. Once per turn, if your opponent activates a card or effect, you can tribute 1 "Reactor" monster you control, destroy that card then inflict 800 damage to your opponent. </desc> <atk>2100</atk> <level>2</level> <extra>Link</extra> <links>*L SW**L SE*</links> <effect>1</effect> <sub></sub> <icon_state>L</icon_state> <-/Unknown Extra #2->
<-Unknown Spell #1-> <name>Containment Reactor</name> <attrib>Normal</attrib> <desc>Target 1 face-up "Reactor" monster you control; Special Summon 1 "Reactor" monster from you deck that has a different name and level. You can only activate 1 "Containment Reactor" per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Generate Reactor</name> <attrib>Normal</attrib> <desc>If you control 2 or more "Reactor" monster(s), draw 2 card. You only activate 1 "Generate Reactor" per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #2->
<-Unknown Spell #3-> <name>Process Reactor</name> <attrib>Continuous</attrib> <desc>When this card is activated: you can add 1 "Reactor" monster from your Deck to your hand. Once per turn, if a "Reactor" monster inflicts damage to your opponent by battle or card effect; you can add 1 "Reactor" card from your Deck to your hand. While you control a "Reactor" card other then "Process Reactor" this card cannot be destroyed by card effects. You can only use each effect of "Process Reactor" once per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #3->
<-Unknown Spell #4-> <name>Reactor Detonation</name> <attrib>Continuous</attrib> <desc>Once per turn, you can send all face-up monster you control to the GY; activate the following effects base on the number of "Reactor" monster(s) sent by this effect:<br>*1 : Send 1 Monster you opponent control to the graveyard, inflict 800 damage.<br>*2 : Send 1 Spell/Trap card you opponent control to the graveyard, inflict 800 damage.<br>*3 : Send 1 card from your opponent hand to the graveyard, inflict 800 damage.<br>*4 : Send 1 card from the top of your opponent deck to the graveyard, inflict 800 damage.<br>*5: Return all cards on the field to the deck.<br>You can only activate 1 "Reactor Detonation" per turn. If you send "Core Reactor - AI", "Effect Reactor - R R", and "Control Reactor - AID" with this card's effect, Special Summon 1 "Giant Bomber AIR RAID" from your Hand, Deck, or GY.</desc> <icon_state>M</icon_state> <-/Unknown Spell #4->
<-Unknown Trap #1-> <name>Pressure Reactor</name> <attrib>Continuous</attrib> <desc>"Reactor" monster(s) you control can use their effects up to twice per turn. You can only control 1 "Pressure Reactor".</desc> <icon_state>T</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #2-> <name>Reactor Engine</name> <attrib>Normal</attrib> <desc>If a "Reactor" monster you control is destroyed by battle this turn: Target 1 "Reactor" in your graveyard; add it to your hand. You can banish this card from your graveyard, target 1 "Reactor" monster you control; until the end of this turn, it is unaffected by you opponent's card effects. You can only use each effect of "Reactor Engine" once per turn. </desc> <icon_state>T</icon_state> <-/Unknown Trap #21->
</CUSTOM> Blaze Wing - Skyhawk DARK LEVEL 5 Machine/Tuner/Synchro/Effect 1 Tuner + 1 or more non-Tuner Machine monsters
ATK 1900 DEF 1500 While it is in the Graveyard, this card is treated as a "Reactor" monster. If this card is Synchro Summon; you can Special Summon 1 "Reactor" monster from your Deck to your field. You can only use this effect of "Blaze Wing - Skyhawk" once per turn. If a Machine monster you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.
Containment Reactor Normal Spell Target 1 face-up "Reactor" monster you control; Special Summon 1 "Reactor" monster from you deck that has a different name and level. You can only activate 1 "Containment Reactor" per turn.
Control Reactor - AID DARK LEVEL 5 Machine/Effect ATK 1000 DEF 2800 If a "Reactor" monster you control inflict damage to your opponent by battle or card effect; you can Special Summon this card from your hand or graveyard. You can only use this effect of "Control Reactor - AID" once per turn. While this card is on the field, other "Reactor" monster you control cannot be targeted or destroyed by an opponent's card effect, also negate the effects of a card destroyed by a "Reactor" monster.
Core Reactor - AI DARK LEVEL 1 Machine/Tuner/Effect ATK 0 DEF 0 You can Tribute this card; Special Summon 1 "Reactor" Monster from your hand or deck. If this card is in your graveyard: you can send 1 card from your hand to the graveyard; Special Summon this card. You can only use each effect of "Core Reactor" once per turn.
Effect Reactor - R R DARK LEVEL 2 Machine/Effect ATK 100 DEF 2000 Once per turn, when your opponent activates a Monster effect, you can destroy the monster and inflict 800 damage to your opponent.
Fuel Reactor DARK LINK 2 Link Markers: BL, BR Machine/Link ATK 2100 2 "Reactor" monsters When this card is Link Summoned, Special Summon 1 "Reactor" monster from your deck to your field. Once per turn, if your opponent activates a card or effect, you can tribute 1 "Reactor" monster you control, destroy that card then inflict 800 damage to your opponent.
Generate Reactor Normal Spell If you control 2 or more "Reactor" monster(s), draw 2 card. You only activate 1 "Generate Reactor" per turn.
Giant Bomber AIR RAID DARK LEVEL 10 Machine/Effect ATK 3300 DEF 2000 This card's name becomes "Flying Fortress SKY FIRE" while it is in the Graveyard. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Reactor Detonation". Once per turn, you can send 1 card from your hand to the Graveyard; target 1 "Reactor" monster in your graveyard and equip it to this card. This card gains the equip monster(s) effect. This card is Treated as a "Reactor" monster while equip with a "Reactor" monster. If this card would be destroyed by battle or card effect destroy 1 equipped monster instead.
Pressure Reactor Continuous Trap "Reactor" monster(s) you control can use their effects up to twice per turn. You can only control 1 "Pressure Reactor".
Process Reactor Continuous Spell When this card is activated: you can add 1 DARK "Reactor" monster from your Deck to your hand. Once per turn, if a DARK "Reactor" monster inflict damage to your opponent by battle or card effect; you can add 1 "Reactor" card from your Deck to your hand. While you control a "Reactor" card other then "Process Reactor" this card cannot be destroyed by card effects. You can only use each effect of "Process Reactor" once per turn.
Reactor Detonation Continuous Spell Once per turn, you can send all face-up monster you control; activate the following effects base on the number of "Reactor" monster(s) destroyed by this effect: *1 : Send 1 Monster you opponent control to the graveyard, inflict 800 damage. *2 : Send 1 Spell/Trap card you opponent control to the graveyard, inflict 800 damage. *3 : Send 1 card from your opponent hand to the graveyard, inflict 800 damage. *4 : Send 1 card from the top of your opponent deck to the graveyard, inflict 800 damage. *5: Return all cards on the field to the deck. You can only activate 1 "Reactor Detonation" per turn. If you send "Core Reactor - AI", "Effect Reactor - R R", and "Control Reactor - AID" with this card's effect, Special Summon 1 "Giant Bomber AIR RAID" from your Hand, Deck, or GY."
Reactor Engine Normal Trap If a "Reactor" monster you control is destroy by battle this turn: Target 1 "Reactor" in your graveyard; add it to your hand. You can banish this card from your graveyard, target 1 "Reactor" monster you control; until the end of this turn, it is unaffected by you opponent's card effects. You can only use each effect of "Reactor Engine" once per turn. NOTES FROM ICEFIRE
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Post by empressbri on Oct 27, 2018 5:39:16 GMT
WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Paradise Champion</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>This card can attack each monster your opponent controls once each. While this monster is on the field, your opponent cannot target other "Paradise" monsters for attacks, also your opponent cannot target other "Paradise" monsters with card effects. Paradise equip spells cannt be targetted by your opponent's card effects. This card can only be special summoned by the effect of Paradise Island.</desc> <atk>2500</atk> <def>2500</def> <level>8</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Champion</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Paradise Archer</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>This card can attack your opponent directly. Once per turn: You can discard one "Paradise" card and if you do destroy one card your opponent controls. You can only activate this effect of "Paradise Archer" once per turn. This card cannot attack the turn you activate this effect. If you control two or more Paradise monsters destroy two cards instead.</desc> <atk>1200</atk> <def>1200</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Archer</icon_state> <-/Unknown Monster #2->
<-Unknown Monster #3-> <name>Paradise Commander</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>When this card is normal summoned: You can special summon one "Paradise" monster from your hand. Once per turn: You can discard one card, special summon one "Paradise" monster from your deck. You can only use this effect of "Paradise Commander" once per turn. This card cannot attack the turn you activate this effect unless you control two or more Paradise monsters.</desc> <atk>1700</atk> <def>1700</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Commander</icon_state> <-/Unknown Monster #3->
<-Unknown Monster #4-> <name>Paradise Lancer</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>If this card is summoned while you control another "Paradise" You can gain this effect: You can normal summon/set 1 "Paradise" monster in addition to your normal summon/set.(you can only gain this effect once per turn.) Once per turn: You can discard one card, "Paradise" monsters you control inflict piercing battle damage for the rest of the turn. .You can only activate each effect once per turn and only once that turn. If you control two or more "Paradise" monsters you take no battle damage until the end of the turn.</desc> <atk>1600</atk> <def>1600</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Lancer</icon_state> <-/Unknown Monster #4->
<-Unknown Monster #5-> <name>Paradise Oracle</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>When this card is special summoned: You can draw one card, then if it was a "Paradise" Spell/Trap card, you can draw one more card. If you control two or more "Paradise" monsters: You can target one monster in your GY, special summon it. This effect of "Paradise Oracle" can only be used once per turn.</desc> <atk>1000</atk> <def>1800</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Oracle</icon_state> <-/Unknown Monster #5->
<-Unknown Monster #6-> <name>Paradise Swordswoman</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>When this card is normal or special summoned: You can add one "Paradise Island" from your deck to your hand. Once per turn: You can discard one card, add one "Paradise" monster from your deck to your hand. If you control two or more monsters, for the rest of the turn "Paradise" monsters you control gain 500 ATK. You can only use each effect once per turn and only once that turn.</desc> <atk>1800</atk> <def>500</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Swords Woman</icon_state> <-/Unknown Monster #6->
<-Unknown Monster #7-> <name>Paradise Shieldmaiden</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>If you control a "Paradise" monster, you can special summon this card from your hand. Once per turn: You can discard one card, add one "Paradise" monster from your GY to your hand. If you conrol two or more "Paradise" monsters you can add 2 cards instead. You can only activate each of this card's effects once per turn and only once that turn.</desc> <atk>500</atk> <def>2000</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>Paradise Shield Maiden</icon_state> <-/Unknown Monster #7->
<-Unknown Extra #1-> <name>Paradise's Patron</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>2+ Warrior Monsters<br>If this card is Link Summoned: You can special summon one "Paradise" monster from our deck, and if you do, you can add one "Paradise" monster from your GY to your hand. Once Per turn you can make this card's ATK 0 until the End Phase, and if you do all "Paradise" monster you control gain 1000 ATK.</desc> <atk>2000</atk> <level>3</level> <extra>Link</extra> <links>*L SW**L S**L SE*</links> <effect>1</effect> <sub></sub> <icon_state>Paradise's Patron</icon_state> <-/Unknown Extra #1->
<-Unknown Extra #2-> <name>Paradise Nemesis</name> <attrib>DARK</attrib> <type>Beast-Warrior</type> <desc>You can fusion summon this card by banishing up to 3 "Paradise" monsters from your GY including at least one "Paradise Champion". This card gains 1000 ATK for each monster banished to summon this card. This card can attack each monster your opponent controls, once each.If this card destroys an opponents monster by battle, inflict 200 points of damage to your opponent. During your opponent's standby phase after this card inflicted effect damage to them: inflict that same amount of damage to them again.</desc> <atk>?</atk> <def>?</def> <level>7</level> <extra>Fusion</extra> <effect>1</effect> <sub></sub> <icon_state>Paradise Nemesis</icon_state> <-/Unknown Extra #2->
<-Unknown Spell #1-> <name>Paradise's Forge</name> <attrib>Continuous</attrib> <desc>When this card is activated: Add one "Paradise" equip spell from your deck to your hand. You can only use this effect of "Paradise's Forge" once per turn. Once per turn: You can target one "Paradise" monster you control and one equip spell in your GY, equip it to that monster.</desc> <icon_state>Paradise's Forge</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Paradise Island</name> <attrib>Field</attrib> <desc>When this card is activated: You can add one "Paradise" card from your deck to your hand. If a "Paradise" monster leaves the field because of an opponents card effect or because it was destroyed by battle: You can add one "Paradise" monster with a different name from your deck to your hand. If you control three "Paradise" equip spells with different names: Special summon one "Paradise Champion" from your hand, deck, or GY. You can only use each effect of "Paradise Island" Once per turn.</desc> <icon_state>Paradise Island</icon_state> <-/Unknown Spell #2->
<-Unknown Spell #3-> <name>Finding Paradise</name> <attrib>Normal</attrib> <desc>Add one "Paradise" monster from your deck to your hand. You can only summon warrior monsters the turn you activate this effect. You can only activate one "Finding Paradise" per turn.</desc> <icon_state>Finding Paradise</icon_state> <-/Unknown Spell #3->
<-Unknown Spell #4-> <name>Royal Tiara of Paradise</name> <attrib>Equip</attrib> <desc>While a "Paradise" monster is equipped with this card it cannot be targetted by card effects. Once per turn: You can add a "Paradise" monster with a different original name than the equipped monster's from your deck to your hand, If "Paradise's Champion" is equipped with this card you can special summon the monster from your deck instead. You can only use this effect once per turn.</desc> <icon_state>Royal Tiara of Paradise</icon_state> <-/Unknown Spell #4->
<-Unknown Spell #5-> <name>Bracers of Paradise</name> <attrib>Equip</attrib> <desc>While a "Paradise" monster is equipped with this card it cannot be destroyed by battle. Once per turn, if you recieve battle damage you can activate this effect: The equipped monster gains ATK equal to the damage you received. If "Paradise's Champion" is equipped with this card you can have it gain an additional 300 ATK. You can only activate this effect once per turn.</desc> <icon_state>Bracers of Paradise</icon_state> <-/Unknown Spell #5->
<-Unknown Spell #6-> <name>Lasso of Paradise</name> <attrib>Equip</attrib> <desc>While a "Paradise" monster is equpped with this card it is unaffected by your opponent's monster effects. Once per turn, if this card is equipped to a "Paradise" monster you can target one monster your opponent controls, its effects are negated, also it cannot attack. If "Paradise's Champion" is equipped with this card you can target another monster your opponent controls. You can only activate this effect once per turn.</desc> <icon_state>Lasso of Paradise</icon_state> <-/Unknown Spell #6->
<-Unknown Spell #7-> <name>Paradise Shield</name> <attrib>Equip</attrib> <desc>While a "Paradise" monster is equipped with this card it cannot be destroyed by card effects. Once per turn if a card or effect would make the equipped monster leave the field is activated, that effect is negated. If "Paradise's Champion" is equipped with this card you can negate the activation of an opponent's card or effect. You can only activate this effect once per turn.</desc> <icon_state>Shield of Paradise</icon_state> <-/Unknown Spell #7->
<-Unknown Trap #1-> <name>Paradise Formation</name> <attrib>Continuous</attrib> <desc>Once per turn, during the Battle Phase: You can activate one of these effects.<br> Tribute one "Paradise" monster, special summon a "Paradise" monster with a different name from your GY.<br> Have one "Paradise" monster gain 500 ATK if it is in attack position or 500 Def if it is in defense position.</desc> <icon_state>Paradise Formation</icon_state> <-/Unknown Trap #21-> </CUSTOM>
Paradise's Patron [Warrior/Link/Effect] - Light 2+ Warrior Monsters 2000ATK Link3 BL-B-BR If this card is Link Summoned: You can special summon one "Paradise" monster from our deck, and if you do, you can add one "Paradise" monster from your GY to your hand. Once Per turn you can make this card's ATK 0 until the End Phase, and if you do all "Paradise" monster you control gain 1000 ATK. Paradise's Forge Continuous/Spell When this card is activated: Add one "Paradise" equip spell from your deck to your hand. You can only use this effect of "Paradise's Forge" once per turn. Once per turn: You can target one "Paradise" monster you control and one equip spell in your GY, equip it to that monster. Paradise Island Field Spell WHen this card is activated: You can add one "Paradise" card from your deck to your hand. If a "Paradise" monster leaves the field because of an opponents card effect or because it was destroyed by battle: You can add one "Paradise" monster with a different name from your deck to your hand. If you control three "Paradise equip spells with different names: Special summon one "Paradise Champion" from your hand, deck, or GY. You can only use each effect of Paradise Island Once per turn. Finding Paradise Normal Spell card Add one "Paradise" monster from your deck to your hand. You can only summon warrior monsters the turn you activate this effect. You can only activate one "Finding Paradise" per turn. Paradise Champion Light - Level 8 [Warrior/Effect] 2500 ATK/ 2500 Def This card can attack each monster your opponent controls once each. While this monster is on the field, your opponent cannot target other "Paradise" monsters for attacks, also your opponent cannot target other "Paradise" monsters with card effects. Paradise equip spells cannt be targetted by your opponent's card effects. This card can only be special summoned by the effect of Paradise Island. Paradise Archer Light - Level 4 [Warrior/Effect] 1200 ATK / 1600 Def This card can attack your opponent directly. Once per turn: You can discard one "Paradise" card and if you do destroy one card your opponent controls. You can only activate this effect of "Paradise Archer" once per turn. This card cannot attack the turn you activate this effect. If you control two or more Paradise monsters destroy two cards instead. Paradise Commander Light - Level 4 [Warrior/Effect] 1700 ATK / 1300 DEF When this card is normal summoned: You can special summon one "Paradise" monster from your hand. Once per turn: You can discard one card, special summon one "Paradise" monster from your deck. You can only use this effect of "Paradise Commander" once per turn. This card cannot attack the turn you activate this effect unless you control two or more Paradise monsters. Paradise Lancer Light - Level 4 [Warrior/Effect] 1600 ATK / 1600 Def If this card is summoned while you control another "Paradise" You can gain this effect: You can normal summon/set 1 "Paradise" monster in addition to your normal summon/set.(you can only gain this effect once per turn.) Once per turn: You can discard one card, "Paradise" monsters you control inflict piercing battle damage for the rest of the turn. .You can only activate each effect once per turn and only once that turn. If you control two or more "Paradise" monsters you take no battle damage until the end of the turn. Paradise Oracle Light - Level 4 [Warrior/Effect] 1000 ATK / 1800 Def When this card is special summoned: You can draw one card, then if it was a "Paradise" Spell/Trap card, you can draw one more card. If you control two or more "Paradise" monsters: You can target one monster in your GY, special summon it. This effect of "Paradise Oracle" can only be used once per turn. Paradise Swordswoman Light - Level 4 [Warrior/Effect] 1800 ATK / 500 DEF When this card is normal or special summoned: You can add one "Paradise Island" from your deck to your hand. Once per turn: You can discard one card, add one "Paradise" monster from your deck to your hand. If you control two or more monsters, for the rest of the turn "Paradise" monsters you control gain 500 ATK. You can only use each effect once per turn and only once that turn. Paradise Shieldmaiden Light - Level 4 [Warrior/Effect] 500 ATK / 2000 DEF If you control a "Paradise" monster, you can special summon this card from your hand. Once per turn: You can discard one card, add one "Paradise" monster from your GY to your hand. If you conrol two or more "Paradise" monsters you can add 2 cards instead. You can only activate each of this card's effects once per turn and only once that turn. Royal Tiara of Paradise Equip-Spell Card While a "Paradise" monster is equipped with this card it cannot be targetted by card effects. Once per turn: You can add a "Paradise" monster with a different original name than the equipped monster's from your deck to your hand, If "Paradise's Champion" is equipped with this card you can special summon the monster from your deck instead. You can only use this effect once per turn. Bracers of Paradise Equip-Spell Card While a "Paradise" monster is equipped with this card it cannot be destroyed by battle. Once per turn, if you recieve battle damage you can activate this effect: The equipped monster gains ATK equal to the damage you received. If "Paradise's Champion" is equipped with this card you can have it gain an additional 300 ATK. You can only activate this effect once per turn. Lasso of Paradise Equip-Spell Card While a "Paradise" monster is equpped with this card it is unaffected by your opponent's monster effects. Once per turn, if this card is equipped to a "Paradise" monster you can target one monster your opponent controls, its effects are negated, also it cannot attack. If "Paradise's Champion" is equipped with this card you can target another monster your opponent controls. You can only activate this effect once per turn. Paradise Shield Equip-Spell Card While a "Paradise" monster is equipped with this card it cannot be destroyed by card effects. Once per turn if a card or effect would make the equipped monster leave the field is activated, that effect is negated. If "Paradise's Champion" is equipped with this card you can negate the activation of an opponent's card or effect. You can only activate this effect once per turn. Paradise Formation Continuous Trap Once per turn, during the Battle Phase: You can activate one of these effects. *Tribute one "Paradise" monster, special summon a "Paradise" monster with a different name from your GY. *Have one "Paradise" monster gain 500 ATK if it is in attack position or 500 Def if it is in defense position. Paradise Nemesis Dark - Level 7 [Beast-Warrior/Fusion/Effect] xxxx ATK / xxxx DEF You can fusion summon this card by banishing up to 3 "Paradise" monsters from your GY including at least one "Paradise Champion". This card gains 1000 ATK for each monster banished to summon this card. This card can attack each monster your opponent controls, once each.If this card destroys an opponents monster by battle, inflict 200 points of damage to your opponent. During your opponent's standby phase after this card inflicted effect damage to them: inflict that same amount of damage to them again. Edited: Cuz Jem said not enough OPTs Link for custom icons: www.sendspace.com/file/l24241
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Post by swordmaster21 on Oct 30, 2018 23:36:34 GMT
WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Ice Mage</name> <attrib>WATER</attrib> <type>Spellcaster</type> <desc>Once per turn, during either player's turn, you can place 1 ice counter on 1 face up monster on the field. Non-WATER monsters lose 300 attack for each ice counter on them.</desc> <atk>1500</atk> <def>900</def> <level>3</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Snowdust Serpent</name> <attrib>WATER</attrib> <type>Sea Serpent</type> <desc>You can special summon this card from your graveyard by removing 4 ice counters from anywhere on the field. Other monsters with ice counters cannot activate their effects.</desc> <atk>2000</atk> <def>2800</def> <level>7</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #2->
<-Unknown Spell #1-> <name>Snow Cyclone</name> <attrib>Quick-Play</attrib> <desc>Target 1 monster on the field with ice counters, destroy it and if you do, draw 1 card for every 3 ice counters that monster had, then place 1 ice counter on a monster on the field. You can only activate 1 "Snow cyclone" per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Snow Castle</name> <attrib>Field</attrib> <desc>When a monster with ice counters is destroyed, place their ice counters on this card. WATER monsters you control gain 200 ATK for every ice counter on your side of the field and their effects cannot be negated. You can remove any number of ice counters from this card; special summon 1 WATER monster from your graveyard who's level is equal to the number of counters you removed. You can only use this effect of "Snow Castle" once per turn. If this card is about to be destroyed, you can remove 1 ice counter from it instead.</desc> <icon_state>M</icon_state> <-/Unknown Spell #2-> </CUSTOM>
Monsters:
Ice mage:
Spellcaster/WATER/lvl 3/effect monster
ATK 1500 / DEF 900
Once per turn, during either player's turn, you can place 1 ice counter on 1 face up monster on the field. Non-WATER monsters lose 300 attack for each ice counter on them
Snowdust Serpent:
Sea Serpent/WATER/lvl 7/effect monster
ATK 2000 / DEF 2800
You can special summon this card from your graveyard by removing 4 ice counters from anywhere on the field. Other monsters with ice counters cannot activate their effects.
Spells:
Snow cyclone:
Quick-play spell card.
Target 1 monster on the field with ice counters, destroy it and if you do, draw 1 card for every 3 ice counters that monster had, then place 1 ice counter on a monster on the field. You can only activate 1 "Snow cyclone" per turn.
Snow Castle:
Field spell card:
When a monster with ice counters is destroyed, place their ice counters on this card. WATER monsters you control gain 200 ATK for every ice counter on your side of the field and their effects cannot be negated. You can remove any number of ice counters from this card; special summon 1 WATER monster from your graveyard who's level is equal to the number of counters you removed. You can only use this effect of "Snow castle" once per turn. If this card is about to be destroyed, you can remove 1 ice counter from it instead.
Icy explosion:
Quick play spell card:
Destroy 1 WATER monster you control, place ice counters among monsters on the field equal to the level of the monster destroyed with this effect.
Trap cards:
Destructive Snowstorm:
Normal trap card:
Tribute one WATER monster with 1500 or more attack, destroy all monsters your opponent controls with no ice counters. After that, until the end of your opponent's 3rd end phase after this cards activation, when they summon a monster(s), place 1 ice counter on that monster(s).
-------------------------- New section:
Heart Piercing arrow:
Continuous spell card:
When you activate this card, discard one spell card from your hand; then equip one monster in your hand or field to a monster your opponent controls. The equipped monster cannot change its battle position, be tributed, or be used for a fusion, synchro, xyz, or link summon. Also during every one of your end phases it loses ATK equal to the attack of the monster equipped to it. When this card is destroyed, destroy the monster equipped to the targeted opponent's monster. If the equipped monster is destroyed, special summon the monster used as an equip card with this card's effect.
Dragon sealing jar:
Continuous trap card:
This card's name is treated as Dragon capture jar while on the field. After activation, special summon this card as a monster card, atk 100/def 200/DARK/lvl 1 effect monster. (This card is still treated as a trap card). Once per turn ,during either player's turn, you can target one dragon type monster your opponent controls; equip that target to this card. This card gains defense equal to the defense of the monster equipped to it by this effect (Only one monster can be equipped with this effect at a time). When this card is destroyed, special summon the equipped monster to your side of the field.
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Post by kettouryuujin on Oct 31, 2018 0:42:33 GMT
Well... I never got an answer to my question above, so I'm going to take a shot in the dark and post my own "Reactor" cards. If it turns out there already being Reactor customs means I can't use these, then ah well, admins will let me know, and I’ll just post something else.
Also, I know that the PSCT on these isn’t fully up-to-date, but these were made years ago and I didn’t want to have to go through and update everything. I did edit some cards and add a couple of new ones to hopefully balance these better and make the set as a whole more viable in modern Dueling, though.
Main Deck Monsters
Draw Reactor – TER Dark/Machine/Level 5/1500/2300 Once per turn, during either player’s turn, when your opponent adds a card(s) from their deck to their hand outside of their Draw Phase (including drawing a card), you may activate this effect: Your opponent must discard one of the added card(s), and if they do so inflict 800 damage to your opponent. You can send 1 face-up “Destruction Reactor – RA QU”, 1 face-up “Battle Reactor – AKE”, and this face-up card you control to the Graveyard: Special Summon 1 “Rolling Fortress –TERRA QUAKE” from your Hand, Deck, or Graveyard.
Destruction Reactor – RA QU DARK/Machine/Level 4/1000/1600 Once per turn, you may activate one of these effects (Quick Effect): • When a card is destroyed (by battle or by card effect): Inflict 800 damage to your opponent. • When this card is destroyed (by battle or by card effect): Inflict 800 damage to your opponent. You may only use one effect of “Destruction Reactor – RA QU” per turn, and only once during that turn.
Battle Reactor – AKE DARK/Machine/Level 3/700/1900 Once per turn, during your opponent’s turn: When your opponent declares an attack; you may negate it and inflict 800 damage to your opponent.
Rolling Fortress –TERRA QUAKE EARTH/Machine/Level 8/2500/3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Draw Reactor – TER". Once per turn, you can send 1 card from your hand to the Graveyard to discard a random card from your opponent’s hand. Once per turn, during your opponent's turn, you can activate 1 of the following effects: • When your opponent declares an attack with a monster, destroy it and inflict 800 damage to your opponent. • When your opponent draws a card, you may make them discard it. If they do so, inflict 800 damage to your opponent. This card’s name may be treated as “Flying Fortress SKY FIRE” while it’s in the Graveyard.
Repair Reactor – BLU DARK/Machine/Level 5/2000/1400 Once per turn, during either player’s turn, when your opponent Special Summons a monster(s): You may target one “Reactor” monster in your Graveyard and Special Summon it, and if you do so gain 800 Life Points. You can send 1 face-up “Salvage Reactor – E GH”, 1 face-up “Drain Reactor – OST”, and this face-up card you control to the Graveyard: Special Summon 1 “Naval Fortress – BLUE GHOST” from your Hand, Deck, or Graveyard.
Salvage Reactor – E GH DARK/Machine/Level 4/1800/900 Once per turn, during either player’s turn, when your opponent activates a Trap Card: Target one card in your Graveyard, add it to your hand, and if you do so gain 800 Life Points. You must control another face-up “Reactor” monster to activate and resolve this effect.
Drain Reactor – OST DARK/Machine/Level 3/600/1400 During either player’s turn (Quick Effect), when your opponent activates a Spell Card: You may draw a card, and if you do so gain 800 Life Points. This effect of “Drain Reactor – OST” may only be activated once per turn.
Naval Fortress – BLUE GHOST WATER/Machine/Level 8/2700/2600 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with the effect of "Repair Reactor – BLU". Once per turn (Quick Effect), you can send 1 card from your hand to the Graveyard and target 1 “Reactor” monster or 1 Level 8 “Fortress” monster you control: This turn, that card is unaffected by your opponent’s card effects. Once per turn, during your opponent's turn, you can activate 1 of the following effects: • If you would take Effect Damage to your Life Points: Negate that damage and gain Life Points equal to the damage negated. If you gain Life Points this way, draw a card. • If you would take Battle Damage to your Life Points and have at least one “Reactor” card or Level 8 “Fortress” monster in your hand: You may discard one “Reactor” card or one Level 8 “Fortress” card from your hand. If you do so, Special Summon one “Reactor” Monster from your Hand or Graveyard. This card’s name may be treated as “Flying Fortress SKY FIRE” while it’s in the Graveyard.
Boost Reactor – STA DARK/Machine/Level 5/2100/1000 Once per turn, during either player’s turn, when your opponent takes Effect Damage: You may have a DARK Machine-Type monster you control gain ATK equal to the damage inflicted. This increase lasts until your next End Phase. Level Reactor – AR BU DARK/Machine/Level 4/Tuner/1600/1400 During either player's Main Phase, you may target a monster on the field: Raise or lower its level by 1. If the target of this effect is not a “Reactor” monster you control, your opponent may negate this effect by paying 500 Life Points. If a monster’s level is changed by this effect, you may activate this effect again. This effect of “Level Reactor – AR BU” can only be activated up to twice per turn. During both players’ End Phases: the Levels of all monsters on the field become their original (printed) Levels.
Siphon Reactor – RST DARK/Machine/Level 3/100/1900 Once per turn, during either player’s turn, you can activate one of the following effects: • If your opponent would gain Life Points from a card effect: You may negate that effect and instead increase your Life Points by the same amount. • If you would take damage from a card effect: You may negate that effect and instead inflict the same amount of damage to your opponent’s Life Points.
Extra Deck Monsters
Space Fortress – STAR BURST LIGHT/Machine/Level 12/Synchro/4000/4000 1 Tuner + 2 or more Non-Tuner monsters Once per turn, you may Special Summon a DARK Machine monster from your Graveyard or Banished Pile, ignoring its Summoning Conditions. If this card is Synchro Summoned using 3 “Reactor” monsters with different original Levels, it gains the following effects: • During either player’s turn, when your opponent activates a card effect, you can discard a card: You may negate that effect and destroy the card, and if you do so inflict 800 damage to your opponent. • During either player’s turn, when your opponent Summons a Monster, you can discard a card: You may negate that Summon and destroy that Monster, and if you do so inflict 800 damage to your opponent. You may only use each effect of “Space Fortress-STAR BURST” once per turn. If you activate this card's effects: this card cannot attack until your next End Phase. If this is the only monster you control: Your opponent can attack you directly.
Linked Fortress – DARK STRIKE Machine/DARK/Link/2600/LINK-3 Link Markers: Top, Top-Right, Bottom 2+ DARK Machine monsters, including at least 1 "Reactor" monster You may discard 1 card from your hand, then target 1 DARK Machine monster in your Deck: Special Summon it in Defense Mode. Its effects are negated until your End Phase. Once per turn, you may activate one of the following effects (Quick Effect): • If your opponent has any Extra Linked monsters: You may banish all monsters your opponent controls, then inflict 400 damage to your opponent for each monster banished. • If your opponent controls a monster in an Extra Monster Zone: You may destroy that Monster, and if you do so, inflict 400 damage to your opponent for each card in this card’s Linked Zones.
Spells
Reactor Surge Normal Spell Card Discard one “Reactor” monster or 1 Level 8 “Fortress” monster from your hand: Draw 2 cards.
Durasteel Reactor Plating Continuous Spell Card The first time a “Reactor” monster or a Level 8 “Fortress” monster would be destroyed each turn, (by battle or by card effect), you can activate this effect. If you do so, that monster is not destroyed, however its effects are negated until the end of your next turn.
Emergency Reactor Deployment Quick-Play Spell Card Activate one of the following effects: • If your opponent controls more cards than you do: You may Special Summon one "Reactor" monster from your Deck in face-up Defense Position. • If you have a “Reactor” monster in your hand or on your side of the field with an effect that Special Summons a Level 8 “Fortress” Monster, and you have all the “Reactor” monsters listed in that “Reactor” monster’s card text in your hand or on your side of the field; send those monsters to the Graveyard: Special Summon the listed “Fortress” monster from your Hand, Deck, or Graveyard, ignoring its Summoning Conditions (This Special Summon is treated as a Special Summon by the effect of the proper “Reactor” Monster). That Monster cannot attack this turn. You may only use one effect of “Emergency Reactor Deployment” per turn, and only once that turn.
Traps
Reassigned Mission Continuous Trap Card When the effect of a “Reactor” monster you control is activated: you may pay 800 Life Points and add one “Reactor” card from your Deck to your Hand. You may only activate this effect of "Reassigned Mission" once per turn.
Intercepted Reactor Resources Normal Trap Card Activate only when a card is sent to either player’s Graveyard. Add one DARK Machine “Reactor” or “Fortress” monster from your Deck to your Hand.
Piecemeal Reactor Assembly Normal Trap Card If you have a Level 5 “Reactor” monster in your Graveyard that has an effect that Special Summons a Level 8 “Fortress” Monster, and you have all the “Reactor” monsters listed in that Level 5 “Reactor” monster’s card text in Graveyard: You may banish those “Reactor” monsters to Special Summon the listed “Fortress” monster from your Hand, Deck, or Graveyard, ignoring its Summoning Conditions (This Special Summon is treated as a Special Summon by the effect of the proper “Reactor” Monster). The Special Summoned Monster cannot attack this turn, and its effects are negated until the End Phase. You may only activate one “Piecemeal Reactor Assembly” per turn.
Reactor Decoy Explosion Normal Trap Card Activate when a monster declares an attack. Monsters cannot be destroyed by battle this turn. During the End Phase, if this card was sent to the Graveyard this turn, you may banish it and pay 400 LP: Special Summon one Level 5 DARK Machine Monster from your deck.
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Post by godneo on Nov 4, 2018 0:51:50 GMT
WARNING!! Manipulating this file directly may cause errors.
<CUSTOM>
<-Unknown Monster #1-> <name>Heavenly Cultivator</name> <attrib>LIGHT</attrib> <type>Fairy</type> <desc>When this card is Normal Summoned or Special Summoned, you can either add 1 "Cultivator" card from your deck to your hand or send it to the GY. You can only use this effect of "Heavenly Cultivator" Once per turn. This card gains 500 ATK/DEF for each "Cultivator" monster on the field. </desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #1->
<-Unknown Monster #2-> <name>Dragon Cultivator</name> <attrib>WIND</attrib> <type>Dragon</type> <desc>During your main phase, you can Normal Summon 1 "Cultivator" monster in addition to your Normal Summon/Set, except "Dragon Cultivator". This monster gains 500 ATK/DEF for each face up "Cultivator" Monster on the field. </desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub>Tuner</sub> <icon_state>E</icon_state> <-/Unknown Monster #2->
<-Unknown Monster #3-> <name>Demonic Cultivator</name> <attrib>DARK</attrib> <type>Fiend</type> <desc>You can discard this card from your hand and banish 1 "Cultivator" Monster from your deck or GY. Target one opponent's monster; place it into your Spell/Trap zone as a Continuous Spell named "Summonning Array of the Cultivator". You may only use the effect of "Demonic Cultivator", once per turn. This monster gains 500 ATK/DEF for each face up "Cultivator" Monster on the field.</desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #3->
<-Unknown Monster #4-> <name>Earthly Cultivator</name> <attrib>EARTH</attrib> <type>Rock</type> <desc>When this card is banished or sent to the GY, you can Special Summon 3 "Cultivator Tokens" (Rock/Earth/Level 2/ATK 0/DEF 0) in Defense Position. You can only use this effect of "Earthly Cultivator" once per turn. This monster gains 500 ATK/DEF for each face up "Cultivator" Monster on the field.</desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #4->
<-Unknown Monster #5-> <name>Patriarch of the Cultivator</name> <attrib>FIRE</attrib> <type>Fiend</type> <desc>Cannot be Normal Summoned/Set. Must first be Special Summoned from the hand, by Banishing 2 "Summonning Array of the Cultivator" from your Spell/Trap Zone and 1 "Cultivator" monster from your hand. When this card is Summmoned, negate the effects of all face up cards on your opponent's field, then add one "Cultivator" Card from your deck to your hand. Apply the following effects once per turn based on the attribute of "Cultivator" monsters on the field.<br>*Earth/Wind : If this monsters destorys a monster on the field by battle, it can make a second attack in this battle phase.<br>*Dark/Light : Once per turn, when the effect of a card on your opponent's side of the field or GY is actived. You can send one card from your hand to the GY; negate the effect and banish the card. <br>*Water/Fire : Draw 1 card from your deck, for every face up "Cultivator" Monster on the field. For every 2 cards drawn, discard 1. If "Reincarnation Gate of the Cultivator" is on the field, place the cards into your Spell/Trap Zone as Continuous Spell Cards named "Summonning Array of the Cultivator" instead.</desc> <atk>4000</atk> <def>4000</def> <level>10</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #5->
<-Unknown Monster #6-> <name>Sealer Cultivator</name> <attrib>WATER</attrib> <type>Aqua</type> <desc>When this card is Normal Summoned or Special Summoned, Target 1 card in your opponent's GY and place it in your Spell/Trap zone as a Continuous Spell named "Summoning Array of the Cultivator". Once per turn, you can banish this card from the GY to target 1 card in your opponent's GY and place it into your Spell/Tarp Zone as a Continuous Spell named "Summoning Array of the Cultivator". This monster gains 500 Atk/Def for each "Cultivator" Monster on the field.</desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #6->
<-Unknown Monster #7-> <name>Summoner Cultivator</name> <attrib>FIRE</attrib> <type>Pyro</type> <desc>Once per turn; You can discard 1 card or Send 1 "Summoning Array of the Cultivator" from your field to the GY. Special Summon 1 "Cultivator" Monster from your deck or GY. This monster gains 500 ATK/DEF</desc> <atk>0</atk> <def>0</def> <level>4</level> <effect>1</effect> <sub></sub> <icon_state>E</icon_state> <-/Unknown Monster #7->
<-Unknown Extra #1-> <name>Princess of the Cultivator</name> <attrib>WATER</attrib> <type>Spellcaster</type> <desc>2 level 4 "Cultivator" Monsters<br>Once per turn, You can detach 1 Xyz Material from this card, draw 1 card and show it to your opponent. Apply 1 effect based on the type of card. <br>*Monster: Target 1 monster in your opponent GY; place it into your Spell/Trap Zone as a Continuous Spell named "Summonning Array of the Cultivator"<br>*Spell: Target 1 set spell/trap card on the field and banish it face-down.<br>*Trap: Both players banish 1 monster from their deck.<br>This monster gains 700 ATK/DEF for each face up "Cultivator" monster on the field.</desc> <atk>0</atk> <def>0</def> <level>4</level> <extra>Xyz</extra> <effect>1</effect> <sub></sub> <icon_state>X</icon_state> <-/Unknown Extra #1->
<-Unknown Extra #2-> <name>Heavenly Elder of the Cultivator</name> <attrib>LIGHT</attrib> <type>Warrior</type> <desc>1 "Cultivator" Tuner + 1 or more non-Tuner Monsters<br>Once per turn, you can tribute any number of "Cultivator" Monsters on the field and target up to the same number of monsters Tributed for this effect; Banish those targets face-down. This face up card cannot be destroyed or banished by your opponent's card effects. This monster gains 700 ATK/DEF for each face up "Cultivator" Monster on the field.</desc> <atk>0</atk> <def>0</def> <level>8</level> <extra>Synchro</extra> <effect>1</effect> <sub></sub> <icon_state>S</icon_state> <-/Unknown Extra #2->
<-Unknown Extra #3-> <name>Genius of the Cultivator</name> <attrib>LIGHT</attrib> <type>Thunder</type> <desc>2 "Cultivator" Monsters<br>This monster gains 700 ATK for each face up "Cultivator" Monster on the field. Once per turn, you can send 1 "Summonning Array of the Cultivator" from your spell/trap zone to the graveyard. Then Special Summon 1 "Cultivator" monster from your hand, deck or GY to a zone this card point(s) to.</desc> <atk>0</atk> <level>2</level> <extra>Link</extra> <links>*L SW**L S*</links> <effect>1</effect> <sub></sub> <icon_state>L</icon_state> <-/Unknown Extra #3->
<-Unknown Extra #4-> <name>Demonic Elder of the Cultivator</name> <attrib>DARK</attrib> <type>Zombie</type> <desc>3+ "Cultivator" Monster (at least one of them summoned from the Extra Deck)<br>This card's Summoning can not be negated. This card is unaffected by other card's effect. This monster gains 1000 ATK for each face up "Cultivator" Monster on the field. When this card is Link Summoned: for each other face up "Cultivator" Monster on the field, your opponent banishes 1 card from their hand face-down. Your opponent can negate this effect by targeting 2 monsters they control; those targets are placed in your Spell/Trap zone as Continuos Spells named "Summonning Array of the Cultivator".</desc> <atk>0</atk> <level>4</level> <extra>Link</extra> <links>*L N**L SW**L S**L SE*</links> <effect>1</effect> <sub></sub> <icon_state>L</icon_state> <-/Unknown Extra #4->
<-Unknown Spell #1-> <name>Devil Flute of the Cultivator</name> <attrib>Quick-Play</attrib> <desc>Target 1 Level 4 "Cultivator" monster from your GY; Special Summon it. You can only use the effect of "Devil Flute of the Cultivator" Once per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #1->
<-Unknown Spell #2-> <name>Bodily Breakthrough of the Cultivator</name> <attrib>Normal</attrib> <desc>Target up to 2 Attack Position "Cultivator" Monsters, that was not Special Summoned from the Extra Deck; They cannot be destroyed by battle or card effect until the end of your opponent's next turn, also any battle damage from battles involving those cards is halved. You can banish this card from your GY, except for the turn it was sent there, draw 1 card. You can only use each effect of this card once per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #2->
<-Unknown Spell #3-> <name>Reincarnation Gate of the Cultivator</name> <attrib>Field</attrib> <desc>When this card is activated: Target one face up monster on either side of the field; place that card into your spell/trap zone. It's name becomes "Summonning Array of the Cultivator". For the summoning of Extra deck monsters, you can use "Summonning Array of the Cultivator" from your spell/trap zone. *<br>Xyz: "Summonning Array of the Cultivator" are treated as level 4 "Cultivator" Monster. <br>*Synchro: "Summonning Array of the Cultivator" are treated as level 4 tuner monsters. <br>*Link: "Summonning Array of the Cultivator" Are treated as 1 Extra deck "Cultivator" Monster. <br>Once per turn, when a "Cultivator" monster summoned from the Extra Deck is destroyed by battle and sent to the GY; you can draw 1 card. You can only active "Reincarnation gate of the Cultivator" Once per turn.</desc> <icon_state>M</icon_state> <-/Unknown Spell #3->
<-Unknown Spell #4-> <name>Forbidden Technique of the Cultivator</name> <attrib>Continuous</attrib> <desc>Once per turn: Negate the effect of a spell/trap card on either side of the field, then target one banished monster and place it into your spell/trap zone as a Continuous Spell named "Summoning Array of the Cultivator". Send this card and one "Summoning Array of the Cultivator" from your field to the GY, while there is no card in your field zone: Active 1 "Reincarnation Gate of the Cultivator" from your deck. When a face-up "Cultivator" monster would be Destroyed or banished, you can banish this card from your GY instead.</desc> <icon_state>M</icon_state> <-/Unknown Spell #4->
<-Unknown Trap #1-> <name>Sealing of the Cultivator</name> <attrib>Continuous</attrib> <desc>Once per turn, when a Spell or Trap is activated. You can send 1 "Summoning Array of the Cultivator " from your spell/trap zone to the GY, negate the effect of the card and set it face-down. While this card is face up on the field, cards set by this card cannot be flipped face up. You can only control 1 face-up "Sealing of the Cultivator". </desc> <icon_state>T</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #2-> <name>Engraving of the Cultivator</name> <attrib>Normal</attrib> <desc>Tribute 1 "Cultivator" card on the field and target 1 card on the field; send it to the GY. Once per turn, while this card is in the GY. You can banish 1 "Cultivator" Monster from your GY or 1 "Summoning Array of the Cultivator" From your spell/Trap zone, to set this card face down, but banish it when it leaves the field. You can active this card, on the same turn it was set by this effect.</desc> <icon_state>T</icon_state> <-/Unknown Trap #21->
<-Unknown Trap #3-> <name>Transformation of the Cultivator</name> <attrib>Normal</attrib> <desc>Send up to 2 "Summoning Array of the Cultivator" to the GY, Summon monsters from your deck in defense position up to the amount of card(s) sent to the GY by this effect.</desc> <icon_state>T</icon_state> <-/Unknown Trap #21-> </CUSTOM>
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Post by DarkBlueShadow on Nov 4, 2018 3:48:13 GMT
I couldn't get the template with the tags so I guess I will post it here. If the template is posted, I can make into the template.
Main Slot 1 - Monster
Astronet Dragon - LIGHT
Level 8 | Scale 8
[ Cyberse / Pendulum / Effect ]
Pendulum Effect: Once per turn; You can target up to 2 banished "Astronet" monsters, shuffle them into your deck then Draw 1 card. You can only use the Pendulum effect of "Astronet Dragon" once per turn.
You can Special Summon this card from your hand by banishing 2 "Astronet" monsters from the GY. If this card is banished, you can special summon 1 "Astronet" monster but it's effects are negated. Once per turn (Quick Effect): You can target 1 monster your opponent controls, banish it and this card till the End Phase of this turn and if it was a Link monster, this card gains 500 ATK x the target monsters Link Rating.
ATK/ 3000 DEF/ 2500
Main Slot 2 - Monster
Astronet Satellite - LIGHT
Level 2 | Scale 1
[ Cyberse / Pendulum / Effect ]
Pendulum Effect: If you control another "Astronet Satellite" in your other Pendulum Scale, you can make this card's scale become 10 but you can only Pendulum Summon "Astronet" monsters while this card is face-up in your Pendulum Zone.
When this card is Summoned; You can add 1 "Astronet" card from your deck to your hand. When this card is targeted for an attack and you have no cards in your Pendulum Zones, you can place this card in your Pendulum Zone.
ATK/ 0 DEF/ 0
Main Slot 3 - Monster
Astronet Magician - LIGHT
Level 4 | Scale 1
[ Cyberse / Effect ]
When this card is Special Summoned, Draw 1 card. During your End Phase, if you banished "Astronet" cards this turn, you can add 1 "Astronet" card from your deck to your hand. You can only use each effect of "Astronet Magician" once per turn.
ATK/ 1500 DEF/ 1500
Main Slot 4 - Monster
Astronet Synchron - LIGHT
Level 3
[ Cyberse / Tuner / Effect ]
If this card is banished, you can Special Summon it and if you do, this card's level becomes 2 but you cannot Special Summon for the rest of the turn except Cyberse monsters. When this card is Normal Summoned, you can Special Summon 1 Level 4 "Astronet" monster from your deck. You can only use this effect of "Astronet Synchron" once per turn.
ATK/ 200 DEF/ 500
Main Slot 5 - Monster
Astronet Wyvern - LIGHT
Level 4
[ Cyberse / Effect ]
If you banished a "Astronet" monster, you can reveal this card and if you do, Special Summon it. You can only use the effect of "Astronet Wyvern" once per chain. If this card is banished, you can target 1 monster your opponent controls, banish it.
ATK/ 1800 DEF/ 0
Main Slot 6 - Spell
Astronet Circut
Field Spell
Once per turn, you can banish 1 "Astronet" monster from your Graveyard then you can add 1 "Astronet" Spell card from your deck to your hand. You can only use this effect of "Astronet Circut" once per turn. If you banish an "Astronet" monster except off this card's effect, "Astronet" monsters you control gain 100 ATK.
Main Slot 7 - Spell
Astronet Backup
Normal Spell
You can only activate this card if there are more than 4 "Astronet" monsters banished, Draw 1 card then if you have "Astronet Dragon" banished, Special Summon it. You can only activate 1 "Astronet Backup" once per turn.
Main Slot 8 - Spell
Astronet Commit
Quick-Play Spell
"Astronet" monsters you control gain 100 ATK for each "Astronet" monster banished. If a "Astronet" monster you control would be destroyed by a card (battle or card effect), you can banish this card instead.
Main Slot 9 - Spell
Astronet Initalise Program
Normal Spell
Banish up to 2 "Astronet" monsters in your hand. If you have no cards in your hand after activating this effect, add 1 Level 4 or lower "Astronet" monster from your deck to your hand.
Main Slot 10 - Trap
Astronet Emergency
Counter Trap
When a Spell/Trap Card, or monster effect is activated while you control a “Code Talker” monster: Negate the activation, and if you do, banish that card. Unless you control a "Astronet" monster Special Summoned from the Extra Deck, you can only activate 1 "Cynet Conflict" per turn.
Extra Slot 1 - Link
Astronet Link Coder
[ Cyberse / Link / Effect ]
Directions: Bottom-Left, Bottom-Right
Materials: 2 "Astronet" monsters.
Effect: If a monster this card points to would be sent to the Graveyard, Banish it Instead. If you banish an "Astronet" monster, this card gains 200 ATK.
ATK/ 1200 LINK-2
Extra Slot 2 - Link
Astronet Memory Dragon
[ Cyberse / Link / Effect ]
Direction: BL, BR, TL, TR
Material: 3+ "Astronet" monsters.
Effect: When this card is Link Summoned, you can negate the effects of all cards this card points to. If this card is Link Summoned using "Astronet Dragon" as Link Material, you can Special Summon it but banish it when it leaves the field.
ATK/ 3500 LINK-4
Extra Slot 3 - Link
Astronet Syncnector
[ Cyberse / Link / Effect ]
Direction: B
Material: 1 Level 4 or lower "Astronet" monster.
Effect: When this card is Link Summoned, You can banish 1 Spell Card from your Graveyard, Special Summon this card's Link Material and if you do, it's Level becomes 4.
ATK/ 500 LINK-1
Extra Slot 4 - Fusion
Astronet Programmic Magician
[ Cyberse / Fusion / Effect ]
Level 7
Material: "Astronet Magician" + 1+ "Astronet" Link Monster.
Effect: When this card is Fusion Summoned, this card gains 1 Cynet Counter equal to the total Link Rating of the materials used for this card's Fusion Summon. When your opponent activates a card or effect (Quick Effect): you can remove 1 Cynet Counter from this card; negate the activation. You can only use this effect of "Astronet Programmic Magician" once per turn. If this card is destroyed by an opponenet's card effect, Special Summon 1 banished "Astronet" monster.
ATK/ 3000 DEF/ 2500
Extra Slot 5 - Synchro
Astronet Moon Magician
[ Cyberse / Synchro / Effect ]
Level 7
Material: 1 Tuner + 1+ non-Tuner monsters.
Effect: When this card is Synchro Summon, this card gains 200 ATK for each card that is banished. Once per turn, you can banish 1 card from your GY then target 1 card on the field, banish it. If this card is destroyed and sent to the Graveyard, add 1 banished "Astronet" monster to your hand.
ATK/ 2500 DEF/ 2000
Extra Slot 6 - Xyz
Astronet Starblast Magician
[ Cyberse / Xyz / Effect ]
Rank 4
Material: 2 Level 4 monsters.
Effect: Once per turn, you can detach 1 Xyz Material: Target 1 of your banished monsters, shuffle it into your deck then this card can make a second attack this turn.
ATK/ 2500 DEF/ 2000
Extra Slot 7 - Fusion Pendulum
Astronet Dragon - Purple Branch
[ Cyberse / Fusion / Pendulum / Effect ]
Level 10 | Scale: 1
Material: "Astronet Dragon" + 2 "Astronet" monsters.
Pendulum Effect: If you banish 1 "Astronet Dragon" monster from your GY, Special Summon this card from your Pendulum Zone.
Effect: You can Special Summoned this card from your Extra Deck if a monster banished by the effect of "Astronet Dragon" is a Fusion Monster. You can only use this effect of "Astronet Dragon - Purple Branch" once per duel. During the End Phase, you can move this card to another adjacent zone. When a monster is Special Summoned, you can negate it's effects. If this card is destroyed or leaves the field, You can place this card in your Pendulum Zone.
ATK/ 3500 DEF/ 2500
Extra Slot 8 - Synchro Pendulum
Astronet Dragon - White Branch
[ Cyberse / Synchro / Pendulum / Effect ]
Level 10 | Scale: 1
Material: 1 Tuner + "Astronet Dragon"
Pendulum Effect: If you banish 1 "Astronet Dragon" monster from your GY, Special Summon this card from your Pendulum Zone.
Effect: You can Special Summoned this card from your Extra Deck if a monster banished by the effect of "Astronet Dragon" is a Synchro Monster. You can only use this effect of "Astronet Dragon - White Branch" once per duel. During the End Phase, you can move this card to another adjacent zone. Monsters you control are uneffected by card effects. If this card is destroyed or leaves the field, You can place this card in your Pendulum Zone.
ATK/ 3500 DEF/ 2500
Extra Slot 9 - Xyz Pendulum
Astronet Dragon - Black Branch
[ Cyberse / Xyz / Pendulum / Effect ]
Rank 8 | Scale: 1
Material: 3 Level 8 "Astronet Dragons"
Pendulum Effect: If you banish 1 "Astronet Dragon" monster from your GY, Special Summon this card from your Pendulum Zone.
Effect: Cannot be Pendulum Summoned. You can Special Summoned this card from your Extra Deck if a monster banished by the effect of "Astronet Dragon" is a Xyz Monster. You can only use this effect of "Astronet Dragon - Black Branch" once per duel. During the End Phase, you can move this card to another adjacent zone. Monsters you control cannot be destroyed by battle. If this card is destroyed or leaves the field, You can place this card in your Pendulum Zone.
ATK/ 3500 DEF/ 2500
Extra Slot 3 - Link
Astronet Dragon - Blue Branch
[ Cyberse / Link / Effect ]
Direction: R, L, D, U
Material: 4 "Astronet" monsters (including 1 "Astronet Dragon").
Effect: You can Special Summoned this card from your Extra Deck if a monster banished by the effect of "Astronet Dragon" is a Link Monster.
ATK/ 3500 LINK-4
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Post by ymir101 on Nov 9, 2018 20:43:27 GMT
(1m) High Archlord Morningstar Fairy/Normal Level 8/Light Before he became a Darklord, before he rebelled against Solemn, before he started to give in to the sin of pride, he was the beacon of all the Archlords and brought light to the lives of all who came in contact with him, be they men, women, demon, or angel 3000/2500 (2m) Archlord Caller Fairy/Effect Level 4/Light If this monster is Special Summoned: You can add 1 "Archlord" monster from your Deck to your hand. If "The Sanctuary in the Sky" is on the field: You can Special Summon that target instead, ignoring its Summoning conditions. If this card is banished: You can draw 1 card. You can only use each effect of "Archlord Caller" once per turn. 1500/1500 (3m) Archlord Harolds Fairy/Effect Level 4/Light When this card is destroyed (by battle or by card effect); you can Special Summon 1 LIGHT Fairy-Type monster with 1500 or less DEF from your Deck. If this card is banished; you can Special Summon 1 LIGHT Fairy-Type monster with 1500 or less DEF from your Deck. You must control a face-up “The Sanctuary in the Sky” to activate and to resolve this effect. You can only use 1 effect of “Archlord Harolds” per turn, and only once that turn. 1500/1000 (4m) Archlord Hawkeye Fairy/Effect Level 4/Light If you control only Fairy-type monsters: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can banish 1 Fairy-Type monster from your hand or Graveyard; add 1 "the Sky" Spell Card from your Deck or GY to your hand. If this card is banished: You can destroy 1 card on the field. You can only use each effect of “Archlord Hawkeye” once per turn. 1800/1200 (5m) Young Archlord Knight Fairy/Effect/Tuner Level 4/Light When this card is Normal Summoned: You can target 1 Level 4 or lower LIGHT Fairy-Type monster or Level 8 Light Fairy-Type monster in your hand; Special Summon that target, if you summon a Level 8 Light Fairy-type monster by this effect you may reduce its level by 2. If this card is banished and you control a face-up Fairy-Type monster: You can discard 1 LIGHT monster; Special Summon this banished card. You can only use this effect of “Young Archlord Knight” once per turn. 1800/1400 (6m) Brave Fighter of the Archlords, Alternis Fairy/Effect Level 6/Light If you control only face-up Fairy-type monster(s): You can Special Summon this card (from your hand), this card cannot attack during the turn it is Special Summoned this way. When a Fairy-type monster you control battles while this card is on the field, you may banish one fairy-type monster from your GY and target that monster; it gains 1000 ATK and DEF during Damage Calculation only. Once per turn, you can target 1 Fairy-Type monster you control; this card’s Level becomes the same as that target Level until the End Phase. This card cannot be used as a Xyz or Synchro Material Monster except for the Xyz or Synchro Summon of a LIGHT or Fairy-Type monster. 2300/1700 (7m) Archlord of Virtue Fairy/Effect Level 6/Light If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If you have 3 or more banished LIGHT monsters: You can discard this card, then target 1 of your Level 4 or lower LIGHT Fairy monsters, that is banished or is in your GY; Special Summon that target. If "Sanctuary in the Sky" is on the field, you can Special Summon any LIGHT Fairy monster instead. You can only use each effect of "Archlord of Virtue" once per turn. 2200/1800 (8m) Archlord General Fairy/Effect Level 8/Light You can Special Summon this card (from your hand) by banishing 2 Fairy-Type monsters from your hand, field, and/or Graveyard. During either player's turn, when another monster's effect is activated: You can banish 1 Fairy-Type monster from your hand or field; negate the activation, and if you do, destroy that monster. You can discard 1 card; Special Summon 1 of your banished LIGHT Fairy-Type monsters. You can only use 1 “Archlord General” effect per turn, and only once that turn. 2700/2300 (9m) Archlord Micheal Fairy/Effect Level 8/Light At the start of the Battle Phase: If you control a level 4 LIGHT monster and your opponent controls a Special Summoned monster; you can Special Summon this card from your hand. During either player's turn: You can target 1 Level 8 or lower LIGHT Fairy monster you control: It is unaffected by your opponent’s monster effects this turn. You can target 1 Level 4 or lower LIGHT Fairy monster in your Graveyard; Special Summon that target. You can only use 1 “Archlord Michael” effect per turn, and only once that turn. 2900/2300 (10m) Archlord Raphael Fairy/Effect Level 8/Light While face-up on the field, you can target 1 “Archlord” monster you control; during the Battle Phase of this turn, when that monster attacks, your opponent cannot activate effects until the end of the Damage Step. You can banish this card from the field (Quick Effect); shuffle 1 face-up card your opponent controls into the Deck. You can only use 1 “Archlord Raphael” effect per turn, and only once that turn. 2800/2300 (11m) Prideful Rebel Morningstar Fairy/Effect Level 8/Light Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 LIGHT Fairy monsters (1 from your field and 1 from your GY). This card is treated as a Normal Monster while in the hand or GY. If this card is Special Summoned: You can add 1 “Archlord” Spell Card from your Deck to your hand. Quick Effect: You can banish 1 other Fairy monster from your hand or field; destroy 1 face-up monster your opponent controls. You can only use this effect of "Prideful Rebel Morningstar" once per turn. 3000/2500 (12m) Archlord Raziel Fairy/Effect Level 10/Light If this card is Summoned: Add 1 card that specifically lists the card "The Sanctuary in the Sky" from your Deck to your hand, also if this card was Tribute Summoned, you can Special Summon 1 LIGHT Fairy monster from your hand, ignoring its Summoning conditions. While this card is in the GY, you can banish this card and 1 LIGHT Fairy monster from your GY; draw 2 cards. You can only use each effect of "Archlord Raziel" once per turn. 2500/2900 (13s) High Archlord's Gift of Light Spell/Normal Send 1 LIGHT Fairy-Type monster from your hand or field to the Graveyard; draw 2 cards. You can only activate 1 "High Archlord's Gift of Light" per turn. (14s) A trial in the Sky Spell/Normal If you control no monsters: You can pay 2000 LP and discard 1 card, then target up to 2 monsters in your GY with the same Type and Attribute, but with different Levels; Special Summon them in Defense Position, and if "The Sanctuary in the Sky" isn't face-up on the field, Negate their effects. You can only activate 1 "Trial in the Sky" per turn. (15s) Sword of the High Archlord Spell/Equip You may only equip this card to a LIGHT Fairy monster. The equipped monster gains 700 ATK, and if it would be destroyed, destroy this card instead. At the start of the Battle Phase, if this card is face-up on the field while you control no "High Archlord Morningstar": You can Special Summon 1 "High Archlord Morningstar" from your hand, Deck, or GY, and equip it with this card. If this card is equipped to "High Archlord Morningstar": You can target 1 Normal Spell in your GY; apply that target's effect, then banish it. You can only use each effect of "Sword of the High Archlord" once per turn. (16s) Shield of the High Archlord Spell/Equip You may only equip this card to a LIGHT Fairy monster, or if you don't control a "High Archlord Morningstar", Speical Summon a "High Archlord Morningstar" From your GY or Banish zone. The equipped monster gains 1000 DEF, and it can't be targeted by a opponent's monster effect. If this card is equipped to "High Archlord Morningstar": You can target 1 Level 4 or lower Light Fairy-type monster from your banish zone, Speical summon it to the field. You can only use each effect of "Shield of the High Archlord" Once pre turn. (17s) Holy Palace of Solemn Spell/Field (This card's name is treated as "The Sanctuary in the Sky".) If all the monsters you control are Fairy-Type: all battle damage and effect damage you take is cut in half. Once per turn: You can discard 1 card; Special Summon 1 of your banished Fairy-Type monsters. If a Fairy-Type monster is banished: You can add 1 Level 8 "Archlord" monster from your Deck to your hand. You can only use this effect of "Holy Palace of Solemn" once per turn. You can only activate 1 "Holy Palace of Solemn" per turn. (18ED) Angel of Kristya Fairy/Effect/Synchro Level 8/Light 1 Tuner + 1 or more non-Tuner monsters Once per turn, if your opponent Special Summons a monster(s): You can banish 1 Fairy-Type monster from the Graveyard and target one of those monsters summoned, negate their effects till the end of your next turn. During the Standby Phase of the next turn after this card was banished: Special Summon this banished card. You can only use this effect of "Angel of Kristya" once per turn. 2800/2300 (19ED) Archlord Sin Buster Fairy/Effect/Synchro Level 8/Light 1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can Special Summon 1 “Archlord” monster from your Deck; banish it during the End Phase. During either player's turn: You can discard 1 card, then target 1 face-up Spell/Trap Card on the filed; negate its effects until the End Phase. You may only use each effect of "Archlord Sin Buster" Once pre turn. 2600/2300 (20ED) Ascended Archlord Zerato Fairy/Effect/Synchro Level 10/Light 1 Tuner + 1 or more non-Tuner LIGHT monsters If "The Sanctuary in the Sky" is on the field when this card is Synchro Summoned: you may negate the effects of face-up monsters your opponent controls. At the start of the Damage Step, if this card battles a monster that was Special Summoned from the Graveyard: Destroy that monster. If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 “Archlord Zerato” from your hand, Deck or Graveyard, ignoring its Summoning conditions. 3000/2300 Here's the link to the icons www.dropbox.com/s/tvjer2p6n8zo3hl/Cardart.dmi?dl=0Username on DMG: Emir
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alicetsuki
New Member
Posts: 1
Byond Key: AliceTsuki
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Post by alicetsuki on Nov 11, 2018 2:15:18 GMT
Shrine Priestess Alice (LIGHT)
Level: 2
[Spellcaster/Tuner/Effect]
You can Special Summon this card from the Hand or GY if you control 1 Synchro Monster, but banish this card if it leaves the field. If this card is banished you can target 1 banished Monster with except "Shrine Priestess Alice"; return it and this card to the GY. You can only each effect of "Shrine Priestess Alice" once per turn.
ATK/ 500 DEF/ 0
Goddess Tsukuyomi (DARK)
Level: 12
[Warrior/Synchro/Effect]
1 Tuner + 1 non-Tuner Synchro Monster
Cannot be destroyed by battle. If you control a Link Monster with "Goddess" in it's name: When you take damage from an attack or from an opponent's card effect; inflict half that damage to your opponent.
ATK/ 4000 DEF/ 0
Goddess Amaterasu (FIRE)
Links: W E SW SE
[Warrior/Link/Effect]
3+ Effect monsters
Cannot be destroyed by card effects or be targeted by card effects. This card gains 100 attack for every monster in the GY or Banished
ATK/ 2500 LINK - 4
Shrine of the Sun and Moon (Spell)
Field
You can use one of these effects once per turn
*Discard 1 Monster and add one "Shrine Priestess" from your deck to your hand
*Banishes 1 Monster you control and Special Summon one Synchro or Link Monster from the GY
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