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Thomas★Zero

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Thomas★Zero last won the day on February 27 2019

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About Thomas★Zero


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  • Member ID: 63


  • Title: HERO★Duelist


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  1. So this set focuses on retraining the Omni HERO's while adding additional support to HERO's in general. Elemental HERO Moonlight lv 5 DARK Warrior/Fusion/Effect 2 Monsters with different Attributes, including 1 "Elemental HERO" monster Muse be Fusion Summoned. All monsters you control gain 200 ATK for each different Attribute in your GY. You can only use the following effects of "Elemental HERO Moonlight" once per turn. * If this card is Fusion Summoned: Add 1 "Super Polymerization" from your Deck to your hand. * If another "HERO" monster you control attacks: Gain LP equal to that monsters original ATK. ATK/2100 DEF/1200 Elemental HERO Gaia - Continental Hammer lv 6 EARTH Warrior/Fusion/Effect 1 "HERO" monster + 1 EARTH monster Must be Fusion Summoned. If this card is Fusion Summoned: Target 1 monster your opponent controls; the targeted monsters ATK becomes 0 and this card gains ATK equal to the targeted monsters ATK until the End Phase this turn. After damage calculation, if this card attacks: Switch this card to Defense Position. Cannot be destroyed by battle. ATK/2200 DEF/2600 Elemental HERO Terra Firma - Earth Impact lv 8 EARTH Warrior/Fusion/Effect 2 "Elemental HERO" monsters Must be Fusion Summoned. The battle position of all "HERO" monsters you cannot be switched by your opponents card effects. Your opponents monsters must attack this card, if possible. (Quick Effect): Banish 1 "HERO" monster you control or in your GY; this card gains ATK equal to the banish monsters ATK until the End Phase that turn. You can only use this effect of "Elemental HERO Terra Firma - Earth Impact" once per turn. ATK/2500 DEF/2000 Elemental HERO Escuirdao - Dark Diffusion lv 8 DARK Warrior/Fusion/Effect 1 "HERO" monster + 1 DARK monster Must be Fusion Summoned. Gains 100 ATK for each "HERO" monster in your GY. You can banish 2 "HERO" monsters from your GY and target 1 card your opponent controls; banish the targeted card. You can only use this effect of "Elemental HERO Escuirdao - Dark Diffusion" once per turn. ATK/2500 DEF/2000 Elemental HERO Absolute Zero - Instant Freezing lv 8 WATER Warrior/Fusion/Effect 1 "HERO" monster + 1 WATER monster Must be Fusion Summoned. If a "HERO" monster you control attacks, your opponent cannot activate cards or effects until after damage calculation. If this card leaves the field: Destroy all monsters your opponent controls. ATK/2500 DEF/2000 Elemental HERO Nova Master - Inferno Mega Flare lv 8 FIRE Warrior/Fusion/Effect 1 "HERO" monster + 1 FIRE monster Must be Fusion Summoned. Gains 200 ATK for each "HERO" monster you control. You can only use the following effects of "Elemental HERO Nova Master - Inferno Mega Flare" once per turn. * If a this card destroys a monster by battle: Draw 1 card. * If another "HERO" monster you control destroys a monster by battle: Inflict damage to your opponent equal to the destroyed monsters ATK. ATK/2600 DEF/2100 Elemental HERO The Shining - Optical Storm lv 8 LIGHT Warrior/Fusion/Effect Must be Fusion Summoned. Gains 300 ATK for each of your banished "HERO" monsters. Can attack all monsters your opponent controls during the Battle Phase each turn. If this card is destroyed by battle or by an opponents card effect: Add up to 2 "HERO" monsters that are banished to your hand. You can only use this effect of "Elemental HERO The Shining - Optical Storm" once per turn. ATK/2600 DEF/2100 Elemental HERO Great Tornado - Super Cell lv 8 WIND Warrior/Fusion/Effect 1 "HERO" monster + 1 WIND monster Must be Fusion Summoned. If this card is Fusion Summoned: Halve the ATK and DEF of all monsters your opponent controls, also negate the effects of all monsters your opponent controls. Your opponent cannot activate cards or effects in response to the activation of this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. ATK/2800 DEF/2200 HERO Fusion Spell Card (This cards name is always treated as "Polymerization".) You can Fusion Summon 1 "HERO" monster from your Extra Deck, using monsters from your hand and field as Fusion Material, you can also use 1 "Elemental HERO" monster from your Deck as Material. For the rest of this turn, after this card resolves, you cannot Special Summon monsters except "HERO" monsters. You can only activate 1 "HERO Fusion" per turn. Common HERO Spell Card Target 1 "HERO" monster you control; Special Summon 1 Level 4 or lower "HERO" or "Neo-Spacian" monster from your hand or GY, then, the targeted monster gains ATK equal to the summoned monsters ATK. You can only activate 1 "Common HERO" per turn. HERO Strike Trap Card If you control a "HERO" Fusion monster, you can activate this card from your hand. Target 1 face-up card your opponent controls; negate the targeted cards effects until the End Phase this turn. You must control a "HERO" monster to activate and resolve this effect. If you Fusion Summon a "HERO" monster while this card is in your GY (except during the damage step): You can set this card but banish it when it next leaves the field. Light of Winged Kuriboh Trap Card You can activate this card during the turn it was set. All monsters you control cannot be destroyed by battle or by card effects, also you take no damage this turn. You must control a "Kuriboh" monster or "HERO" monster to activate and resolve this effect.
  2. Generation Next is a decent card when used with A HERO Lives as it can extend the combo by giving you a monster on field as Link Material where with the effect nullification best targets for having Attributes for Omni HERO's are Blazeman and Bubbleman.
  3. White Lightning Dragon lv 8 LIGHT Dragon/Fusion/Effect 2 LIGHT monsters on the field, except Tokens If this card was Fusion Summoned: This card cannot be targeted or destroyed by your opponents card effects. During your Main Phase: You can discard 1 card from your hand; destroy all monsters your opponent controls, then, inflict damage to your opponent equal to the number of monsters destroyed by this effect x 500. This card cannot attack during the turn you activated this effect. You can only activate each effect of "White Lighting Dragon" once per turn. ATK/3000 DEF/2500
  4. Fusion Draw Spell Card Discard 1 "Polymerization" Spell Card or "Fusion" Spell Card from your hand; draw 2 cards. During your Main Phase: You can banish this card from your GY; target 1 Fusion monster in your GY, return it to the Extra Deck, then draw 1 card. You can only activate 1 "Fusion Draw" effect per turn and only once that turn.
  5. Primal Dragon the Primordial Dragon lv 4 LIGHT Dragon/Effect Your opponent takes no damage from battles involving this card. You can banish 1 Dragon monster from your GY; this card gains ATK and DEF equal to the ATK of the banished monster until the end of the next turn. If this card is tributed: You can target 1 monster you control; during that turn, that monster can attack twice during each Battle Phase. You can only use each effect of "Primal Dragon the Primordial Dragon" once per turn. ATK/2000 DEF/2000
  6. Trishula, Destroyer of Ice Barrier lv 12 WATER Dragon/Synchro/Effect 1 WATER Tuner monster + 2+ non-Tuner WATER monsters Must be Synchro Summoned. When this card is Synchro summoned: Banish cards on your opponents field and/or GY equal to the number of cards used as Synchro Material to summon this card. Your opponent cannot activate cards or effects in response to the activation of this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. You can only Synchro Summon "Trishula, Destroyer of Ice Barrier" once per turn. ATK/3700 DEF/3000
  7. Salamangreat Armadillo lv 5 FIRE Cyberse/Effect If an opponents monster declares an attack: You can discard 1 "Salamangreat" monster from your hand except "Salamangreat Armadillo"; Special Summon this card from your hand or GY in Defense Position. You can only use this effect of "Salamangreat Armadillo" once per turn. Your opponent cannot target "Salamangreat" monsters for attacks except "Salamangreat Armadillo". All battle damage you take involving this card becomes 0. ATK/1000 DEF/2300 Salamangreat Dove lv 1 FIRE Cyberse/Effect If this card is sent from your hand to the GY: You can target 1 "Salamangreat" monster except "Salamangreat Dove" thats banished or in your GY; Special Summon the targeted monster. You can only use this effect of "Salamangreat Dove" once per turn. ATK/100 DEF/100 Parallel Reincarnation Flame Spell Card (This card is always treated as a "Salamangreat" card.) Link Summon 1 "Salamangreat" Link monster using 1 "Salamangreat" Link monster you control with the same name as the entire material, then, Special Summon 1 "Salamangreat" Link monster from your GY with the same name as the summoned monster to a zone the summoned monster points to. You can only use "Parallel Reincarnation Flame" once per turn.
  8. Linguriboh DARK Link: DL Cyberse/Link/Effect 1 Level 4 or lower Cyberse monster When an opponents Trap card is activated (Quick Effect): You can tribute this card; negate that effect, and if you do banish it. If this card is in your GY (Quick Effect): You can tribute 1 "@Ignister" monster that was Special Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn. ATK/300 LINK-1 Source: https://ygorganization.com/angryantitrapcardspaceship/
  9. Cross Over Spell Card Target 1 face-up monster your opponent controls and 1 Warrior monster you control; equip that opponent's face-up monster to your monster, and if you do, and battle damage that monster you control inflicts yo your opponent becomes 0 for the rest of this turn. If it would be destroyed by battle or card effect, (You can?) destroy the monster equipped to it by this effect instead. You can only activate "Cross Over" once per turn. So Warriors got a amazing spell to steal and equip your opponents monsters onto them and protect them. Source: https://ygorganization.com/takingtoothbrushes/
  10. Fortress Turret Warrior EARTH Link: D, DR Warrior/Link/Effect 2 Warrior monsters This cards ATK becomes equal to the combined ATK of monsters used as this cards Link Material. If a monster that has a Level is summoned to a zone this card points to: Inflict damage to your opponent equal to the Level of the summoned monster x 100. You can only use this effect of "Fortress Turret Warrior" twice per turn. ATK/? LINK-2 So a retrained Turret Warrior as a Link monster thats ATK becomes equal to the materials of the monsters used to summon it and it can inflict damage when a monster with a Level is summoned to a zone it points to.
  11. So the idea of Burst cards are that they are a new type of cards that spans between non-Spell/Trap like cards and monsters where they are placed face-down in the Field Spell/Burst Zone and are activated when their Burst condition is met. The following Sun Dragon Archetype with some cards that support burst or can counter bursts will set an example of this. Finally Burst Cards themselves both monsters and non monster bursts have a fiery red card boarder. Sun Dragon Blaze lv 2 FIRE Burst: Your opponents monster attacks. Wyrm/Burst/Effect If this card is Burst Summoned: Destroy all monsters your opponent controls with 1500 or less DEF. During the turn this card was Normal Summoned: You can tribute summon 1 "Sun Dragon" monster in addition to your Normal Summon/Set. (You only gain this effect once per turn.) This card can be treated as 2 Tributes for the Tribute Summon of a "Sun Dragon" monster. ATK/800 DEF/200 Sun Dragon Spark lv 3 FIRE Burst: Your opponent summons a monster. Wyrm/Burst/Effect If this card is Burst Summoned: Inflict damage to your opponent equal to the number of monsters your opponent controls x 500. (Quick Effect): You can discard this card from your hand, then target 1 "Sun Dragon" on the field; it gains 1500 ATK until the end of this turn. You can only use this effect of "Sun Dragon Spark" once per turn. ATK/1500 DEF/500 Sun Dragon Heat lv 4 FIRE Burst: If you Normal Summon a "Sun Dragon" monster. Wyrm/Burst/Effect If this card is Burst Summoned: Add 1 "Sun Dragon" monster from your Deck to your hand. Gains 200 ATK for each "Sun Dragon" monster you control, except this card. ATK/1800 DEF/800 Sun Dragon Nova lv 5 FIRE Burst: If your opponent activates a Spell/Trap card. Wyrm/Burst/Effect If this card is Burst Summoned: Negate the activation of the activated Spell/Trap card and destroy it. If this card attacks a Defense Position monster, inflict piercing battle damage. ATK/2100 DEF/1200 Sun Dragon Apollo lv 7 FIRE Burst: If your opponents monster attacks. Wyrm/Burst/Effect If this card is Burst Summoned: Inflict 1000 points of damage to your opponent. If this card destroys a monster by battle: Inflict damage to your opponent equal to the destroyed monsters original ATK. ATK/2500 DEF/2000 Burst Search Spell Card Discard 1 Burst card; Add 1 Burst card from your Deck to your hand. For the rest of the turn after this card is activated, you cannot summon monsters except Burst monsters. You can only activate "Burst Search" once per turn. Flattened Face Down Spell Card Target 1 face-down card on the field; destroy the targeted card. Your opponent cannot activate cards or effects in response to the activation of this card. You can only activate "Flattened Face Down" once per turn. Counter Burst Counter Trap Card Activate this card when your opponent activates a Burst card. Negate the activation of that card and destroy it, then, if the destroyed card is a monster: Inflict damage to your opponent equal to the destroyed monsters Level x 200. Burst Barrier Burst Card Burst: When your opponents monster attacks directly. Gain 1500 LP before damage calculation, then, after damage calculation: End the Battle Phase. Burst Boost Burst Card Burst: When a Burst monster you control battles an opponents monster. Your battling monster gains ATK equal to the ATK of the monster it battles during damage calculation only.
  12. Neo Blue-Eyes White Dragon lv 8 LIGHT Dragon/Effect This card name becomes "Blue-Eyes White Dragon" while on the field or in your GY. You can Special Summon this card from your hand by discard 1 LIGHT Dragon monster from your hand. You can only Special Summon "Neo Blue-Eyes White Dragon" this way once per turn. Gains 300 ATK for each LIGHT Dragon monster in your GY. ATK/3000 DEF/2500 White Wyvern lv 4 LIGHT Dragon/Effect If all monsters you control are LIGHT Dragon monsters, you can Special Summon this card from your hand. You can only Special Summon "White Wyvern" this way once per turn.During your Main Phase: you can banish this card from your GY; Special Summon 1 LIGHT Dragon monster from your GY. You can only use this effect of "White Wyvern" once per turn. ATK/1800 DEF/1200 Blue-Eyes Ultima Dragon lv 12 LIGHT Dragon/Fusion/Effect 3 "Blue-Eyes White Dragon" Must be Fusion Summoned. This card gains the following effects depending on the number of different original names of monsters that were used as Fusion Materials. * 1+: Gains 500 ATK for each Level 8 LIGHT Dragon monster in your GY. *2+: If this card attacks: you can negate this cards attack; Target 1 card on your opponents side of the field, destroy the targeted card. *3+: This card can attack thrice during each of your Battle Phases. ATK/4500 DEF/3800 Ultimate Dragon Fusion Spell Card Fusion Summon 1 "Blue-Eyes" Fusion monster from your Extra Deck that list exactly 3 monsters as Fusion Material, by sending those monsters from your hand, Deck or field ignoring its summoning conditions. For the rest of this turn after this card resolves, you cannot Special Summon monsters. During your Main Phase: You can banish this card; Shuffle 3 Level 8 LIGHT Dragon monsters from your GY into your Deck and add 1 "Ultimate Dragon Fusion" from your Deck to your hand. You can only use 1 "Ultimate Dragon Fusion" effect per turn and only once that turn.
  13. Well this will be a handy card for rokkets considering this enables them to use their effects to recycle new rokkets when used as Link Material for this at the end of the turn.
  14. Target 1 "HERO" monster in your GY; Special Summon the targeted monster ignoring its summoning conditions, then, double the summoned monsters original ATK and DEF until the End Phase this turn. For the rest of the turn after this card resolves, you cannot Special Summon monsters. If you control no monsters and your opponent controls a monster that was Special Summoned from the Extra Deck, you can activate this card from your hand. You can only activate 1 "HERO's Resolve" per turn. So with the image I found I made this card not only as revival for HERO's but also as a Stat boosting card for the turn the monster was summoned while also giving it hand trap conditions if you had no monsters and your opponent controls a Extra Deck monster and finally balanced it with a hard OPT clause. P.S. Sorry that the image ended up being huge on here.
  15. Devastating Duststorm Trap Card Target up to 2 Spell/Trap Cards on the field; Destroy the targeted cards. If you control no Spell/Trap cards and your opponent controls 4 or more cards, you can activate this card from your hand. You can only activate 1 "Devastating Duststorm" per turn. So Devastating Duststorm is a upgraded Typhoon for being a Hand Trap version of Heavy Storm Duster minus the prevention of going into the Battle Phase but hit with a hard OPT clause.
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