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SecondSeraphim

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About SecondSeraphim


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  1. Chronicle Tale of the Beginning Normal Spell You can reveal this card in your hand; add “Spell Chronicle” from your Deck to your hand, then add this card to the bottom of your Deck. While this face-up card is banished, whenever your opponent activates a Trap Card or monster effect, place a 1 Chronicle Counter on each “Spell Chronicle” you control. Chronicle Tale of the Rise Continuous Spell If this card is added to your hand by the effect of “Spell Chronicle” you can reveal it; inflict 500 damage to your opponent. Whenever a card is added to your hand by a card effect you can reveal it; inflict 500 damage to your opponent. While this face-up card is banished, if you would take damage due to the effect of a Spell Card, you gain that much LP instead. Chronicle Tale of the Climax Continuous Trap If you control “Spell Chronicle” you can activate this card from your hand. Special Summon this card as a monster (LIGHT/Fiend/LV4/ATK 1800/DEF 1200) (This card is also still a Trap). If this card is Special Summoned this way while you control “Spell Chronicle”, you can destroy 1 card your opponent controls. While this face-up card is banished, “Spell Chronicle” you control cannot be targeted by or destroyed by your opponent’s card effects. Chronicle Tale of the Fall Counter Trap While you control “Spell Chronicle”; negate the activation and effect of a Spell/Trap card and place a Chronicle Counter on a “Spell Chronicle” you control. While this face-up card is banished, whenever you activate the effect of “Spell Chronicle” by removing Chronicle Counters, you may select the card to be added to your hand instead. Chronicle Tale of the End Quick-Play Spell Target a face-up “Spell Chronicle” you control; take a Spell/Trap card, other than “Chronicle Tale of the End” from your Deck and banish it face-up. It is treated as being banished by the effect of that targeted “Spell Chronicle”. While this face-up card is banished, you only need to remove 1 Chronicle Counter to activate the effect of “Spell Chronicle”.
  2. Sorry if this is the wrong place to put this, but I wasn't sure where it should go. I am currently accepting requests for retrains. Just link a card you want retrained into a new version and I'll work my magic!
  3. Dova, of you have a chance could you look at these for me?
  4. [So, the gist of these guys is this: each monster is a pendulum monster with an effect when placed in the Pendulum Zone, an effect when placed in the Extra Deck, and an effect when SS’d from the Extra Deck. Each effect is a HOPT. Story of the cards: A group of astronauts found a portal to another universe. Now they make frequent trips there. SS effects and their “added to Extra” effects are generally reversed, to signify the trip from one universe to another. In addition, monsters include 4 Machines and 4 Psychics, with each Machine supposed to generally “mirror” one of the Psychics.] Monsters Pendulum Effects Monster Effects Name Type LV PS ATK/DEF If this card is activated while there are no face-down cards in your Extra Deck… If this card is Special Summoned from the Extra Deck: If this card is added to the Extra Deck Parallanaut Pilot Psychic 6 7 2200/1200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Psychic-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Pilot”, from your Deck to your hand. you can target a card the opponent controls; shuffle it into the Deck. Parallanaut Commander Psychic 4 7 1700/1300 you can destroy this card; take a Machine-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. you can add a “Parallanaut” Spell/Trap card from your Deck to your hand. you can target a Spell/Trap card the opponent controls; return it to its owner’s hand. Parallanaut Specialist Psychic 2 7 800/400 you can destroy a card in your Pendulum Zone, and if you do, draw a card. Once, if the opponent activates a card or effect, you can negate the card or effect and destroy it. This turn, the opponent cannot activate cards or effects in response to the activation or effect of your “Parallanaut” cards. Parallanaut Officer Psychic 3 7 1100/1000 This turn, you can Normal Summon a Machine or Psychic-Type monster as an additional Normal Summon. Can attack twice this turn. “Parallanaut” cards you control cannot be destroyed by battle or by an opponent’s card effects for the rest of the turn. Parallanaut Lander Machine 3 1 1000/1100 This turn, you can conduct a second Pendulum Summon, also you cannot Pendulum Summon monsters, other than Machine and Psychic-type monsters. Take a “Parallanaut” monster from your Deck and add it to your Extra Deck. Shuffle a “Parallanaut” monster from your Extra Deck into your Deck, then draw a card. Parallanaut Rover Machine 2 1 400/800 you can destroy a card in your Pendulum Zone, and if you do, your opponent discards a random card. Target a “Parallanaut” monster you control; it can attack directly this turn. “Parallanaut” monsters you control cannot be targeted for attacks during the opponent’s next turn. Parallanaut Orbiter Machine 4 1 1300/1700 you can destroy this card; take a Psychic-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in. target a Spell/Trap card the card the opponent controls; destroy it. target a monster the opponent controls; destroy it. Parallanaut Shuttle Machine 6 1 1200/2200 you can destroy this card and target a face-up monster in your Extra Deck, other than a Machine-type Monster; Special Summon it. you can add a “Parallanaut” monster, other than “Parallanaut Shuttle”, from your Extra Deck to your hand. take a “Parallanaut” monster from your GY and add it to your Extra Deck face-up. Spells Name Type Effect Parallanaut Gateway Breach Field While there are no face-down cards in your Extra Deck, you can Special Summon monsters from your Extra Deck to your unlinked Main Monster Zones. If there are 15 or more face-up cards in your Extra Deck while there are no face-down cards in your Extra Deck, you win the Duel. Parallanaut Mission Resupply Normal If there are no face-down cards in your Extra Deck; take a “Parallanaut” monster from your Deck and place it face-up in your Extra Deck, then draw a card. You can only activate “Parallanaut Mission Resupply” once per turn. Parallanaut Mission Satellite Launch Normal If there are no face-down cards in your Extra Deck, activate one of the following effects: · Add a Machine-type “Parallanaut” monster from your Deck to your Extra Deck face-up. · Special Summon a Machine- type “Parallanaut” monster from face-up in your Extra Deck. You can only activate one of the above effects of “Parallanaut Mission Satellite Launch” per turn. During your Draw Phase, if this card is in your GY, you can add it to your hand instead of conducting your Normal Draw. Parallanaut Mission Fuel Boost Quick-Play Target a “Parallanaut” monster that is face-up in your Extra Deck that was placed there this turn. If that monster is Special Summoned this turn, apply the following effects: · That monster gains 1000 until the end of the turn, also until the end of the turn all other “Parallanaut” monsters you control gain 500 ATK until the end of the turn. Parallanaut Mission Full Armament Continuous “Parallanaut” monsters you control gain 200 ATK x the number of “Parallanaut” monsters with different original types than them in your Extra Deck. Once per turn, if the number of face-up Machine and face-up Psychic type monsters you control are equal: you can draw a card. Apply the following effects, depending on if there or more Machine or Psychic type monsters face-up in your Extra Deck. · Machine: Your opponent’s Spell effects are negated. · Psychic: Your opponent’s Trap effects are negated. Parallanaut Mission Through the Gate! Normal Add a “Parallanaut” card from your Deck to your hand. If a “Parallanaut Gateway Breach” you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate “Parallanaut Mission Through the Gate!” once per turn. Traps Name Type Effect Parallanaut Mission Dangerous Launch Normal Tribute a Machine and a Psychic monster to target up to 3 cards the opponent controls; destroy them. Parallanaut Mission Training Mission Continuous If there are no face-down cards in your Extra Deck: You can tribute a “Parallanaut” monster you control; Special Summon a Machine or Psychic-type monster from face-up in your Extra Deck with a different original type and an equal level to the Tributed Monster. You can only activate the effect of “Parallanaut Mission Training Mission” once per turn.
  5. Bride of Cyber-Stein DARK/Machine/lV2 500/700 You can reveal a Link Monster in your Extra Deck and pay LP equal to its Link Rating x 1500; Special Summon it. You can only activate the effect of “Bride of Cyber-Stein” once per turn
  6. Ebony Armed Dragon R3 DARK/Dragon/R3 1200/900 2 Level 3 monsters You can also Xyz Summon this card using an “Armed Dragon LV3” as the only Xyz Material. Cannot be used as Material for an Xyz Summon during the turn it was Xyz Summoned, except by the effect of a “Rank-Up-Magic” card. During your Main Phase, you can; destroy a monster your opponent controls whose ATK is equal to or less than the number of materials on this card x 600, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV5” from your hand or Deck. Ebony Armed Dragon R5 DARK/Dragon/R5 2400/1700 3 Level 5 monsters You can also Xyz Summon this card using an “Armed Dragon LV5” or “Ebony Armed Dragon R3” as the only Xyz Material (Transfer its materials to this card). Cannot be used as Material for an Xyz Summon during the turn it was Xyz Summoned, except by the effect of a “Rank-Up-Magic” card. During your Main Phase, you can; destroy a monster your opponent controls whose ATK is equal to or less than the number of materials on this card x 800, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV7” from your hand or Deck (this is treated as a Special Summon by the effect of Armed Dragon LV5). Ebony Armed Dragon R7 DARK/Dragon/R7 2800/1000 4 Level 7 monsters You can also Xyz Summon this card using an “Armed Dragon LV7” or “Ebony Armed Dragon R5” as the only Xyz Material (Transfer its materials to this card.) During your Main Phase, you can; destroy all monsters your opponent controls whose ATK is equal to or less than the number of materials on this card x 700, then detach a material from this card. If this card is destroyed by battle or by an opponent’s card effect, you can Special Summon an “Armed Dragon LV10” from your hand or Deck (this is treated as a Special Summon by Tributing an “Armed Dragon LV7”). Rank-Up-Magic – LV UP! Quick-play Spell Activate one of the following effects: · Target an “Ebony Armed Dragon” monster you control; Xyz Summon an “Ebony Armed Dragon” monster 2 Ranks higher than that monster using it as the Xyz Material, then attach this card to it as Xyz Material. · Target an “Armed Dragon LV” monster you control; Tribute it and Special Summon a monster from your hand or Deck that lists the Tributed monster in its card text. This is treated as a Special Summon conducted according to the conditions listed on the Summoned monster. Shadow of the Armed Dragon DARK/Dragon/LV10 3000/0 Cannot be Summoned or Set. You can discard this card; add an “Armed Dragon” monster, other than “Shadow of the Armed Dragon” from your Deck to your hand. If you Special Summon an “Armed Dragon” monster, you can add this card from your GY to your hand. If this card is discarded to activate the effect of a Dragon monster, the opponent cannot activate cards or effects in response to the activation. You can only activate each effect of “Shadow of the Armed Dragon” once per turn. Aura of the Armed Dragon Quick-play Spell Target an “Armed Dragon” monster you control and an “Armed Dragon” monster in your GY. That monster you control gains ATK equal to half the ATK of that monster in your GY, until the end of the turn. If that monster you control destroys an opponent’s monster this turn (by battle or effect), you can shuffle that monster in your GY into your Deck; draw a card.
  7. Hardware Dragon LIGHT/Machine/Fusion/LV5 1500 / 1000 1 Machine monster + 1 Cyberse monster If this card is Special Summoned, you can target a monster on the field; destroy it. If a Spell/Trap card on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Hardware Dragon” once per turn. Software Dragon LIGHT/Cyberse/Fusion/LV5 1000 / 1500 1 Cyberse monster + 1 Machine monster If this card is Special Summoned, you can target a Spell/Trap on the field; destroy it. If a monster on the field is destroyed while this card is in the GY; you can Special Summon this card, but banish it when it leaves the field. You can only activate each effect of “Software Dragon” once per turn. Firmware Dragon LIGHT/Machine/Fusion/LV7 2000 / 2000 1 Machine monster + 1 Cyberse monster (including a Fusion monster) Gains 500 ATK for each Fusion monster used to Fusion Summon it. If this card was Fusion Summoned, once per turn, you can (Quick Effect); target 1 card on the field and/or GY; banish it. If this card was Fusion Summoned using 2 Fusion monsters as material, you can activate the above effect twice per turn instead, and those cards are banished face-down instead.
  8. Normal Trap If you control a Spellcaster monster; activate a Continuous Spell from your hand or GY. If you control a Level 7 or higher Spellcaster monster, you can activate it from your Deck or banished cards instead.
  9. Normal Trap If a monster you control would be destroyed by battle or by an opponent's card effect; send one monster with the same name as that monster from your Deck or Extra Deck to the GY instead.
  10. It needs the "if possible". Otherwise you wouldn't be able to activate the card unless it was possible to response each and every effect. Like, you can't normally activate Change of Heart if the op has no monsters, do without the "if possible" you couldn't activate this card at all if the op had no monsters.
  11. Sorry took me so long to grade this, it's been a busy couple of weeks. TheEternalWinter, that would certainly be enough to get the card off of the ban list. I wish you had listed why you wanted to change it thought. Darj, you don't say why you want to change it, nor did you post the original text. I don't really see how this card fixes the problems the first one had. Gonna have to give TheEternalWinter the win.
  12. Blaster, Dragon Ruler of Infernos Original effect: If this card is in your hand or Graveyard: You can banish a total of 2 FIRE and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster from your Deck to your hand. You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn. Errata'd effect: If this card is in your hand or GY: You can banish either 2 FIRE and/or "Dragon Ruler" monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 FIRE monster to the Graveyard, then target 1 card on the field; destroy that target. If this card is banished: You can add 1 FIRE Dragon-Type monster, or 1 "Dragon Ruler" monster, from your Deck to your hand, other than "Blaster, Dragon Ruler of Infernos". You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn. You can only control 1 face-up "Dragon Ruler" monster. Reason for errata: First, I changed the summoning cost so that you have to discard either 2 monsters of the same attribute so you can't use generic Dragons as material for their summons. This won't matter a lot of the time, but I felt it would be enough to make him not so generic. I changed his seach effect so that he can't search out a copy of himself, but CAN search out his co-rulers for consistency, and finally to reign back the rank 7s a nudge I made it so that you can only control a single Dragon Ruler.
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