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Posts posted by Thomas★Zero
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Summon Shark
lv 1 WATER
Fish/Effect
If this card is Normal Summoned: You can Special Summon 1 "Shark" monster from your hand in Defense Position, and if you do, this cards Level becomes the same as the summoned monsters Level.
ATK/100 DEF/100
Search Shark
lv 4 WATER
Fish/Effect
If this card is Normal or Special Summoned: Add 1 "Shark" monster from your Deck to your hand. You can only use this effect of "Search Shark" once per turn.
ATK/1600 DEF/1400
Turbo Shark
lv 5 WATER
If you control a "Shark" monster, you can Special Summon this card from your hand. You can only Special Summon "Turbo Shark" this way once per turn. If this card is Normal or Special Summoned: Draw 1 card. You can only use this effect of "Turbo Shark" once per turn.
ATK/2000 DEF/1100
Legendary Shark - Rabid Jaws
Rank 5 WATER
Fish/Xyz/Effect
2 Level 5 Fish monsters
(Quick Effect): you can detach 1 Xyz material from this card; destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to the destroyed monsters original ATK. Your opponent cannot activate cards or effects in response to the activation of this effect. You can only use this effect of "Legendary Shark - Rabid Jaws" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage.
ATK/3000 DEF/2600
Arrowhead Shark
WATER
Link: DL, D
Fish/Link/Effect
2 Fish monsters
If this card or a monster this card points to attacks a Defense Position monster, inflict piercing battle damage. If a Xyz monster is Xyz Summoned to a zone this card points to, inflict damage to your opponent equal to the summoned monsters Rank x 200.
ATK/1700 LINK-2
Shark Circle
Spell Card
Special Summon 1 Level 4 or lower "Shark" monster from your Deck. For the rest of the turn after this card is activated, you cannot summon monsters from your Extra Deck except Xyz monsters. You can only activate "Shark Circle" once per turn.
Shark Strike
Quick Play Spell Card
If a "Shark" monster you control battles an opponents monster: Double your battling monsters ATK during damage calculation only. If a "Shark" monster you control is targeted for an attack: You can banish this card from your GY; destroy the attacking monster. You can only use each effect of "Shark Strike" once per turn.
Shark Frenzy
Counter Trap Card
Activate this card when your opponent activates a Spell/Trap card or monster effect while you control a "Shark" monster. Negate the activation of that card and destroy it, then, inflict damage to your opponent equal to the number of "Shark" monsters you control x 500. You can only activate 1 "Shark Frenzy" per turn. -
Diverse Singularity
Continuous Trap Card
After activation, apply 1 of the following effects.
* Each player can only control 1 Type of monster but all monsters they control must be different Attributes. Send all other face-up monsters they control to the Graveyard.
* Each player can only control 1 Attribute of monster but all monsters they control must be different Types. Send all other face-up monsters they control to the Graveyard. -
Episode 3 is out...
Edit: Episode 4 is out now...
Edit: Episode 5 is up
Episode 6 is now out
Edit: Just adding episodes 7 and 8 on here.
-
Hollow Doll
DARK
Link: D
Zombie/Link/Effect
1 non-Link Zombie monster
If this card is co-Linked with "Internal Organ": This card gains 2500 ATK and cannot be destroyed by battle or by card effects. If this card is targeted for an attack: you can banish 1 Zombie monster from your GY; take control of the attacking monster until the End Phase this turn. You can only use this effect of "Hollow Doll" once per turn.
ATK/0 LINK-1
Internal Organ
DARK
Link: U
Zombie/Link/Effect
1 non-Link Zombie
This card is also treated as a Machine monster. If this card is co-Linked with "Hollow Doll" this card cannot be targeted for an attack and is unaffected by your opponents card effects. (Quick Effect): you can shuffle 1 of your banished Zombie monsters into your Deck; Increase the ATK of the monster co-Linked to this card by 2500. You can only use this effect of "Internal Organ" once per turn.
ATK/0 LINK-1
So Hollow Doll and Internal Organ are 2 Link 1's that specifically work with each other to make an offensive defense where Doll gains ATK and destruction protection when co-linked with Organ and Organ cannot be attacked and is unaffected by other effects when co-linked with Doll. In addition to this Doll can banish a Zombie from your grave to take control of your opponents attack monsters that turn and Organ can return a banished Zombie into the Deck to boost Dolls ATK. -
Ghost Cell
lv 1 DARK
Zombie/Effect
When this card is Normal Summoned or Special Summoned: You can discard 1 Spell from your hand; Special Summon up to 2 "Ghost Cell" from your hand, Deck or GY. You can only use this effect of "Ghost Cell" once per turn. You cannot Special Summon monsters the turn you activated this effect except Zombie monsters.
ATK/0 DEF/0 -
So Meta Runner is a new online series that focus's on people play video games and replace their arms with artificial limbs called Meta Runners that enhance their gameplay abilities.
So far the first 2 episodes are out and new episodes will come out each Thursday. -
Extra Deck: 15
1 Elemental HERO Great Tornado
1 Vision HERO Adoration
1 Elemental HERO The Shining
1 Elemental HERO Nova Master
1 Elemental HERO Absolute Zero
1 Elemental HERO Escuridao
1 Vision HERO Trinity
1 Elemental HERO Brave Neos
1 Elemental HERO Neos Knight
1 Elemental HERO Gaia
2 Xtra HERO Dread Decimator
2 Xtra HERO Wonder Driver
1 Isolde, Twin Tale of Noble Knights
Monsters: 20
2 Elemental HERO Honest Neos
2 Elemental HERO Neos
2 Vision HERO Faris
2 Elemental HERO Stratos
2 Elemental HERO Solid Solider
2 Elemental HERO Blazeman
2 Elemental HERO Shadow Mist
2 Vision HERO Vyon
2 Elemental HERO Bubbleman
2 Vision HERO Increase
Spells: 12
2 Miracle Fusion
2 Polymerization
2 E - Emergency Call
2 Neos Fusion
2 Super Polymerization
2 Called by the Grave
Traps: 8
2 Evenly Matched
2 Necro Fusion
2 Solemn Judgement
2 Solemn Strike -
Rebel Reborn
Trap Card
Target 1 Level 4 or lower monster in your GY; Special Summon the targeted monster in Attack Position. It cannot be destroyed by battle this turn, also any battle damage you take involving the summoned monster this turn is dealt to your opponent instead. If you control no monsters you can activate this card from your hand. -
Elemental HERO Blaster Bubbleman
lv 4 WATER
Warrior/Effect
If you control a "HERO" monster, you can Special Summon this card from your hand. You can only Special Summon "Elemental HERO Blaster Bubbleman" this way once per turn. If this card would be destroyed by battle or by card effect: This card loses exactly 800 ATK instead. If this card is used as Material to summon a "HERO" monster: Draw 1 card. You can only use this effect of "Elemental HERO Blaster Bubbleman" once per turn.
ATK/1600 DEF/1200Elemental HERO Neos X
lv 7 LIGHT
Warrior/Effect
(This card is always treated as "Elemental HERO Neos".)
If your opponent controls more monsters than you, you can Special Summon this card from your hand in Defense Position. You can only Special Summon "Elemental HERO Neos X" this way once per turn. (Quick Effect): You can return this card from your GY to the bottom of your Deck; reduce all damage you would take from direct attacks to 0 until the End Phase this turn. You can only use this effect of "Elemental HERO Neos X" once per turn.
ATK/2500 DEF/2000
Elemental HERO Geo Terra Firma
lv 8 EARTH
Warrior/Fusion/Effect
1 "HERO" monster + 1 EARTH monster
Must be Fusion Summoned. (Quick Effect): You can banish 1 other "HERO" monster you control or in your GY; this card gains ATK equal to the banished monsters ATK until the End Phase this turn. You can only use this effect of "Elemental HERO Geo Terra Firma" once per turn. All monsters your opponent controls must attack this card if possible.
ATK/2500 DEF/2000Xtra HERO Fusion Fighter
LIGHT
Link: D
Warrior/Link/Effect
1 non-Link "HERO" monster
If this card is Link Summoned: Add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck this turn, except for "HERO" monsters. (Quick Effect): You can banish this card from your GY, then, target 1 "HERO" monster you control; the targeted monster gains ATK equal to its original ATK until the End Phase this turn. You can only use 1 "Xtra HERO Fusion Fighter" effect per turn and only once that turn.
ATK/1000 LINK-1
Xtra HERO Winning Wingman
LIGHT
Link: DL, D
Warrior/Link/Effect
2 "HERO" monsters with different Attributes
If this card or a "HERO" monster this card points to attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only. If this card destroys a monster by battle while it points to a "HERO" Fusion monster: Inflict damage to your opponent equal to the destroyed monsters original ATK.ATK/2100 LINK-2
HEROBORN
Spell Card
Target 1 "HERO" monster in your GY; Special Summon the targeted monster ignoring its summoning conditions. For the rest of this turn after this card resolves, you cannot summon monsters except "HERO" monsters. You can only activate "HEROBORN" once per turn.
HERO's Strike
Counter Trap Card
When a Spell/Trap Card or monster effect is activated while you control a "HERO" monster. Negate the activation, and if you do, destroy that card. While this card is in your GY while you control a "HERO" Fusion monster: You can banish this card from your GY; target 1 face-up card your opponent controls, negate the targeted cards effects until the End Phase this turn. You can only activate 1 "HERO's Strike" effect per turn and only once that turn. -
Pot of Diversity
Spell Card
During your Main Phase 1: Target 3 monsters with the same type but different Attributes; shuffle all 3 into the deck, then draw 1 card. If you return 2 or more cards into the Extra Deck this way, draw 2 cards instead. You can only activate "Pot of Diversity" once per turn.
So Pot of Diversity is a new pot card where it focus's on same type archetype that use multiple attributes like Yang Zing, Altergeists, E-HERO, B.E.S and Duston. Firstly this can recycle monsters in those decks to draw 1 but with decks like Yang Zing, Altergeists and E-HERO if you manage to return 2 or more cards to the Extra Deck with this enables you to draw 2 cards instead making it a good power draw card. -
Ojama King Grande
lv 6 LIGHT
Beast/Fusion/Effect
3 "Ojama" monsters
This card is treated as "Ojama King" while on the field or in your GY. Select up to 3 of your opponent's Monster Card Zones. The selected zones cannot be used. During your Main Phase: you can send 1 "Ojama" card from your GY to the bottom of your deck; target 1 card your opponent controls, banish the targeted card face-down. You can only activate this effect of "Ojama King Grande" once per turn.
ATK/0 DEF/3000
So Ojama King Grande is a new Ojama King that while shares the same effects as the original has both more generic materials and can banish a card face-down by sending a Ojama to the bottom of your deck.
In Ojama's this card can be a effective boss monster with Ojama Country where it also can both recycle Ojama cards and banish cards at the same time making it more threating than the original. -
Draw and Dash
Quick Play Spell Card
Draw 1 cards, then, target 1 monster you control; return the targeted card to your hand.
So Draw and Dash is a Quick play spell that allows you to draw a card while retreating a monster you control back to your hand. Effectively you can use this with Extra Deck monsters like Link 1's to recycle them or with monsters that have effects that trigger upoin leaving the field like Absolute Zero.
Ideally this card can be best used to return any searcher you summoned back to your hand so you can resummons it to trigger its searching effect again. -
Chimeratech Dragon - Cyber End Destroyer
lv 12 DARK
Machine/Fusion/Effect
1 "Cyber Dragon" + 1+ Level 5 or higher Machine monsters
Must be Fusion Summoned with the listed Fusion Materials. The original ATK/DEF of this card becomes equal to the number of Fusion Materials used for its Fusion Summon x 1500. This Fusion Summoned card gains the following effects depending on the number of "Cyber Dragon"(s) used as Fusion Material to summon this card.
* 1+: Cannot be destroyed by battle or by card effects.
* 2+: If this card attacks a Defense Position monster, inflict piercing battle damage.
* 3+: This card can attack thrice during each of your Battle Phases.
ATK/? DEF/?
So Cyber End Destroyer is acts as a Alternative Cyber End Dragon where this gains a number of effects depending on the number of Cyber Dragon used as materials. In addition this cards ATK can rise at a crazy rate if you manage to Fusion Summon using a lot of Level 5 or higher Machine Monsters. -
Elemental HERO Dark Night
lv 4 DARK
Warrior/Effect
This card can be used as a substitute for any 1 "Elemental HERO" Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. You can discard this card to the Graveyard; add 1 "Polymerization" or "Fusion" Spell card that list a "HERO" monster in its text from your Deck to your hand. During your Main Phase: you can banish this card from your GY; Special Summon 1 Level 8 or Lower "Elemental HERO" monster from your GY ignoring its summoning conditions. You can only activate 1 "Elemental HERO Dark Night" effect per turn and only once that turn.
ATK/600 DEF/1200
So Dark Night acts as a King of the Swamp for HERO Decks where the card itself can either be subbed to make things like Shining Flare Wingman when fused with Sparkman. In addition it also can discard itself to search a Poly or Fusion spell that list a "HERO" monster in its text e.g. Miracle Fusion and Neos Fusion and finally can banish itself to bring back any Level 8 or lower HERO monster from your grave to the field while being on a hard 1 effect OPT clause.
Ideally this helps HERO's get fusions out as well as later acting as a reborn for them. -
So this set supports the Yubel theme with both its new Pendulum card and support at ensures that you can bring out Yubel, force its evolution and bring out even a new evolution of Yubel to the field.
Dark Heart of Dragon
lv 1 DARK
Dragon/Effect
During your Main Phase: you can discard this card from your hand; add 1 "Yubel" monster from your Deck to your hand. (Quick Effec): you can banish this card from your GY; tribute 1 "Yubel" monster you control, then, Special Summon 1 "Yubel - Dragonic Horror" from your Extra Deck. You can only activate 1 "Dark Heart of Dragon" effect per turn and only once that turn.
ATK/0 DEF/0
Yubel Adam
lv 10 DARK
Scale: 0
Pendulum: You cannot Special Summon monsters except DARK Fiend monsters. Once per turn: you can destroy 1 "Yubel" monster you control; draw 1 card.
Fiend/Pendulum/Effect
Cannot be destroyed by battle. At the start of the damage step, if this card battles an opponents monster: this cards ATK becomes equal to the ATK of the monster this card battles + 1000 during damage calculation only. During your End Phase: Tribute 1 monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
ATK/0 DEF/0
Yubel Eve
lv 10 DARK
Scale: 11
You cannot Special Summon monsters except DARK Fiend monsters. "Yubel" monsters you control do not have to activate their effects during the End Phase that require you to either tribute a monster or destroy them.
Fiend/Pendulum/Effect
Cannot be destroyed by battle. You take no battle damage from a battle involving this card. At the start of the damage step, if this card battles an opponents monster: increase your LP equal to the ATK of the monster this card battles. During your End Phase: Tribute 1 monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
ATK/0 DEF/0
Yubel - Dragonic Horror
lv 12 DARK
Scale: 0
Pendulum: During your Main Phase: you can Special Summon 1 "Yubel" monster from your hand, Deck or GY ignoring its summoning condition. You can only activate this effect of "Yubel - Dragonic Horror" once per turn.
Fiend/Fusion/Pendulum/Effect
Must be Special Summon by the effect of "Dark Heart of Dragon". This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by an opponent's monster: Inflict damage to your opponent equal to that monster's ATK. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.
ATK/0 DEF/0
Chronicle of Yubel
Spell Card
Target 3 "Yubel" monsters in your GY and/or face-up in your Extra Deck with different Levels; shuffle all 3 cards into your deck, then, draw 2 cards. You can only activate "Chronicle of Yubel" once per turn. -
Utopic Vanguard
lv 8 LIGHT
Warrior/Fusion/Effect
2 Level 4 monsters
Must be Fusion summoned. While on the field or in your GY, this card is treated as "Number 39: Utopia" When a monster attacks: you can banish 1 Level 4 monster from your GY; negate that attack. When this card leaves the field: you can Xyz Summon 1 "Number 39: Utopia" monster from your Extra Deck using 2 of your banished Level 4 monsters as Xyz Material. You can only activate this effect of "Utopic Vanguard" once per turn.
ATK/2500 DEF/2000
So Utopic Vanguard is a generic Fusion using Level 4 monsters that acts as a defensive card that blocks attacks by banishing Level 4 monsters from your graveyard, also when its destroyed it also can generate the original Utopia or Double (since I stated monster after the name for a that reason) from your Extra Deck using the banished Level 4 monsters as material to summon it.
Ideally this can work in any deck that uses Level 4's by just having a polymerization in the deck but also can work effectively in Utopia decks as this also helps set up your Utopia when this is destroyed for going into Utopia the Lighting. Lastly while this card can negate any attack including its own, it makes Double or Nothing a more effective card in the deck. -
13 hours ago, Saiba Aisu said:Just nitpicking here, but you should probably specify where the monsters you are targeting exist. Are you targeting them on the field? In the Graveyard?
Fixed this and its from the graveyard.
-
Elemental HERO Flareman
lv 4 FIRE
Warrior/Effect
When this card is Normal or Special Summoned: add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: you can banish this card from your GY; Target any number of "HERO" Fusion and/or Link monsters from your GY (Min. 1), return all targeted monsters into the Extra Deck, then, draw 1 card. If you returned 3 or more monsters to your Extra Deck with this effect, draw 2 cards instead. You can only activate each effect of "Elemental HERO Flareman" once per turn.
ATK/1800 DEF/1200
So Flareman is a enhanced Blazeman where its on summon effect allowing you to search ploy from both hand and deck and instead of sending HERO's from deck to grave to gain their attribute and states it instead banishes itself to return HERO Extra Deck monsters back to your Extra Deck where it then allows you to draw 1 or 2 if you returned 3 or more monsters back to the Extra Deck.
In HERO's it works more effectively in its search for Polymerization while also having reversed stats in comparison to Blazeman. Also its recycling effect helps with giving HERO's some draw power where banishing itself adds to Elemental HERO the Shinings effect. -
The Squad Returns
Spell Card
Target 3 Warrior monsters in your GY; Shuffle all 3 into the Deck, then draw 1 card. During the turn you activated this effect, you cannot summon monsters except Warrior monsters. You can only activate "The Squad Returns" once per turn.
So The Squad Returns acts as a mini Avarice for Warriors that locks you into Warriors. Ideally in Warrior centric decks this can be handy for gaining card advantage while recycling Extra Deck monsters where the balancing factors of the type lock and hard OPT help with stopping abusable plays outside of the type. -
So Tag Force is a subtype of Main Deck monster that act as 2 different monsters on one card which through this provides benefits from both of those cards to anything that relates to them. In addition to ruling for cards llike Dark Magician & Dark Magician Girl you still would need the 2 monsters to activate certain cards that list them.
Elemental HERO Neos & Winged Kuriboh
lv 7 LIGHT
Warrior/Tag Force/Effect
(This card is always treated as "Elemental HERO Neos" and "Winged Kuriboh".)
While you control no monsters: you can Special Summon this card from your hand. (Quick Effect): you can discard this card; all battle damage you take this turn becomes 0. You can only activate this effect of "Elemental HERO Neos & Winged Kuriboh" once per turn.
ATK/2500 DEF/2000
Dark Magician & Dark Magician Girl
lv 7 DARK
Spellcaster/Tag Force/Effect
(This card is always treated as "Dark Magician" and "Dark Magician Girl".)
Gains 300 ATK for each "Dark Magician" and "Magician Girl" monster in your GY. This card is unaffected by your opponents Spell Cards.
ATK/2500 DEF/2100
Kaibaman & Blue-Eyes White Dragon
lv 8 LIGHT
Dragon/Tag Force/Effect
(This card is always treated as "Kaibaman" and "Blue-Eyes White Dragon".)
This card is treated as a Normal monster while in the GY. (Quick Effect): you can discard this card; Special Summon 1 "Blue-Eyes" monster except "Kaibaman" & "Blue-Eyes White Dragon" from your hand or GY. You can only activate this effect of "Kaibaman & Blue-Eyes White Dragon" once per turn.
ATK/3000 DEF/2500
Junk Synchron & Dark Resonator
lv 3 DARK
Warrior/Tag Force/Tuner/Effect
(This card is always treated as "Junk Synchron" and "Dark Resonator".)
When this card is Normal Summoned: Target 1 Level 5 or lower non-Tuner monster in your GY; Special Summon the targeted monster in defence position, but its effects are negated. Once per turn: this card cannot be destroyed by battle.
ATK/1300 DEF/500
Stardust Dragon/Assault Mode & Red Dragon Archfiend/Assault Mode
lv 10 WIND
Dragon/Effect
(This card is always treated as "Stardust Dragon/Assault Mode" and "Red Dragon Archfiend/Assault Mode".)
Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Assault Mode Activate". If this card attacks, destroy all other monsters after damage calculation. You can tribute this card to negate the activation of a Spell Card, Trap Card or Monster Effect, and destroy it. If you negated an effect this way, you can Special Summon this card from your GY during the End Phase. When this card is destroyed, you can Special Summon 1 "Stardust Dragon" or "Red Dragon Archfiend" from your GY or Extra Deck (This Special Summon is treated as a Synchro Summon.)
ATK/3000 DEF/2500
Gagaga Magician & Gagaga Girl
lv 4 DARK
Spellcaster/Tag Force/Effect
(This card is always treated as "Gagaga Magician" and "Gagaga Girl".)
Once per turn: you can target 1 monster except "Gagaga Magician and Gagaga Girl" declare a Level from 1 to 8; this card and the targeted monster become that Level until the End Phase. An Xyz Monster that was Xyz Summoned using this card gains the following effect.
* When Xyz Summoned: target 1 monster your opponent controls, the targeted monsters ATK becomes 0.
This card cannot be used as Material for a Synchro Summon.
ATK/1500 DEF/1000
Stargazer Magician & Timegazer Magician
lv 5 DARK
Scale: 4
Pendulum: After Activate if you have another "Magician", "Performapal" or "Odd-Eyes" card in your other Pendulum Zone: declare a Pendulum Scale from 1 to 8; this cards becomes that Pendulum Scale. If a Pendulum monster you control battles, your opponent cannot activate Spell or Trap cards until after damage calculation.
Spellcaster/Tag Force/Pendulum/Effect
(This card is always treated as "Stargazer Magician" and "Timegazer Magician".)
While you control this face-up card, "Magician", "Performapal" and "Odd-Eyes" cards in your Pendulum Zone cannot be destroyed by your opponents card effects.
ATK/1200 DEF/2400 -
Rokket Resonator
lv 2 DARK
Dragon/Tuner/Effect
When this card is Normal Summoned: you can Special Summon 1 Level 4 or lower DARK Dragon monster from your GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except DARK Dragon monsters. If you use this card you control for a Synchro Summon, you can treat it as a Fiend monster. During your Main Phase: you can banish this card from your GY; add 1 "Rokket" or "Resonator" monster from your deck to your hand. You can only activate this effect of "Rokket Resonator" once per turn.
ATK/800 DEF/500
So Rokket Resonator acts as act a mix of Rokket Synchron and a Resonator Tuner where this card first can add a DARK Dragon from your grave to the feild, then, it can banish itself to search a Rokket or a Resonator. In addition to this it can also treat itself as a Fiend monster where it then acts like a proper resonator monster.
In Rokket decks this card can engage the Red Dragon Archfiend Levels of Synchro Summoning where if you have a Level 4 Dark Dragon in the grave you can summon this, get that monster from the grave on the field and then summon Red Rising Dragon to bring this back in order to go into either Borreload Savage Dragon or Scarlight Red Dragon Archfiend. -
18 minutes ago, Darj said:This is not okay. Turns any HERO into a Poly/Fusion Spell searcher. That can be abused by searching the aforementioned Brilliant Fusion and the different Miracle Fusions, even in non-HERO decks.
The GY effect is a bit too flexible for my tastes by being able to revive any HEROes even if they weren't used as material at all, or revive a non-nomi HERO Fusion. The stun on Special Summon of only HEROes is barely a balance factor: if you use it during the opponent's turn, most likely you won't be summoning any other monsters afterwards anyway, and if you do, it's most likely a Masked HERO; if you use it during your turn, then you are going for an OTK for extra damage after battling with the Fusion, and thus the stun is meaningless.Made modification to the HERO Lock to when its link summoned and made it for any Special Summon which should help block out the whole brilliant Fusion abuse.
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40 minutes ago, Saiba Aisu said:Ah.. So you made it even stronger by removing the restriction on the summoned monsters having to be previously used as Fusion Materials? Haha. Now it’s almost like a monster reborn on drugs!
Still note that this effect still locks you into only being able to summon HERO's from your Extra Deck during the turn you activate this effect while your also returning a Fusion on the field back to the Extra Deck so it should be okay.
-
23 hours ago, Saiba Aisu said:Pretty cool idea for a card. The ability to search for any given "Fusion" card is pretty strong, considering it gives you easy access to things like "Brilliant Fusion" or "Miracle Synchro Fusion," which could get pretty degenerate depending on what else you're playing.. I do like how it functions as a De-Fusion for your HERO monsters, that's a nice touch.
Thanks for the comment where I made the slight edit to the Defusion effect where it instead just summons any 2 "HERO" monsters with different names just to make it a bit user friendly.
Master of Dragonmaid [Written]
in Custom Card Discussions
Posted
Master of Dragonmaid
DARK
Link: DL, DR
Dragon/Link/Effect
2 "Dragonmaid" monsters
If this card points to a non-Link "Dragonmaid" monster, this card cannot be targeted for attacks and your opponent cannot target this card with card effects. When a non-Link "Dragonmaid" monster is summoned to a zone this card points to: Apply 1 of the following effects.
* Draw 1 card.
* Increase your LP equal to the summoned monsters original ATK.
* Add 1 "Dragonmaid" card from your GY to your hand.
You can only use this effect of "Master of Dragonmaid" once per turn.
ATK/1000 LINK-2