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Thomas★Zero

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Posts posted by Thomas★Zero


  1. Xtra HERO Winning Wingman
    LIGHT
    Link: DL, DR
    Warrior/Link/Effect
    2 "HERO" monsters with different Attributes
    Cannot be used as Link Material for a Link Summon except for a Link 3 or higher "Xtra HERO" monster. When this card is Link Summoned: add 1 "Polymerization", "Fusion" Spell card or "HERO" monster from your deck to your hand. During the turn you activate this effect, you cannot summon monsters except "HERO" monsters. When a "HERO" monster is summoned from your Extra Deck to a zone this card points to: inflict damage to your opponent equal to half the summoned monsters original ATK. You can only activate each effect of "Xtra HERO Winning Wingman" once per turn.
    ATK/2100 LINK-2

    So Winning Wingman is a Xtra HERO based of Flame Wingman where first it can search any Fusion Spell or any HERO from your deck to your hand while locking you into HERO's that turn when its summoned. Then when a HERO monster is summoned to a zone it points to it deals damage equal to half its original ATK. In addition its also balanced by having it not being able to be used as Link Material to summon a copy of itself and only for Link 3 or higher HERO monsters

    Ideally in Elemental HERO Decks this card can effectively help set up Fusion Plays or grab an Honest Neos for both offensive and defensive needs while also dishing out damage when you summon a HERO Fusion to a zone it points to.


  2. Time Thief Chronicle
    Spell Card
    Target 1 "Time Thief" Xyz Monster you control; excavate the top 3 cards from each players decks, then, attach 1 of the excavated cards from each players deck to the targeted monster as Xyz Material and return the rest to the top of each players deck in any order. During either players turn: you can banish this card from your GY; Special Summon 1 "Time Thief" Xyz monster from your Extra Deck, then, attach 2 "Time Thief" cards from your GY to this card Xyz Material (this Special Summon is treated as a Xyz Summon.) You can only activate 1 "Time Thief Chronicle" effect per turn and only once that turn.

    So Time Thief Chronicle is a Spell Card that can fix the top cards of each deck attaching 2 (or more in a tag duel) to your Time Thief monster and setting the other cards to the top of each deck in any order making so you can draw the card you need next turn. In addition you can also banish this card to Xyz Summon a "Time Thief" monster during either players turn while attach 2 Time Thief cards from your GY to it as Xyz Material.

    In Time Thief it will give them a big boost granting your Xyz Monster 2+ material while enhancing both yours and sabotaging your opponents next draws.


  3. Destiny_HERO_-_Chaos_Plasma.png

    "Destiny HERO - Plasma" + 1 DARK "HERO" monster
    Must be Fusion Summoned. This card is unaffected by your opponents monster effects. During your Main Phase: you can discard 1 "Destiny HERO" monster from your hand; inflict damage to your opponent equal to the original ATK of the discard card. During the turn you activated this effect, monsters you control except this card cannot attack during the Battle Phase this turn. You can only activate this effect of "Destiny HERO - Chaos Plasma" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

    So Destiny HERO - Chaos Plasma is a powerful Fusion made with OG Plasma and a DARK HERO monster where it becomes a 3000 ATK beatstick that can't be hit by monster effects and can dish out some major damage with both its attack and effect where with its effects it can discard a Destiny HERO to deal damage equal to its ATK where if you use this effect only this card can attack during the battle phase this turn but is also backed up with being able to deal piercing damage as well.

    In Destiny HERO's this card can be a effective boss monster that can take on a major offensive, dishing out some major damage where with the new Fusion Destiny card it can make bringing this out much easier.


  4. Elemental HERO Rescueman
    lv 5 LIGHT
    Warrior/Fusion/Effect
    1 "Elemental HERO" monster + 1 "HERO" monster
    Must be Fusion Summoned. When this card is Fusion Summoned: Special Summon 1 Level 4 or lower "HERO" monster from your hand or GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except "HERO" monsters. When this card is sent from the field to the GY: target 1 "HERO" monster you control, increase your LP equal to the targeted monsters ATK. You can only activate each effect of "Elemental HERO Rescueman" once per turn.
    ATK/1600 DEF/1800

    So Elemental HERO Rescueman is a HERO Fusion that also a Instant Fusion target purposed with setting up your HERO Link monster as when you summon this through Instant Fusion it lets you summon a HERO from your hand or graveyard to the field to get you 2 monsters to link summon a Link and then when it does leave the field, it then gives you life equal to the ATK of a HERO monster you control.

    Combo wise Rescueman as mentioned can be summoned of Instant Fusion where you can effectively go with getting 2 HEROs on the field first to make Wonder Driver, then, Instant Fusion into this to bring back one of your HERO monsters from the grave and finally go make Dread Decimator with Wonder Driver and this where this card if you target Dread Decimator (while their are 3 HERO monsters with different names in the grave) lets you gain 2800 Life points.


  5. Stardust Gunner
    Rank 4 WIND
    Dragon/Xyz/Effect
    2 Level 4 Monsters
    While on the field or in your GY, this card is treated as "Stardust Dragon". (Quick Effect): you can detach 1 Xyz Material from this card; apply one of the following effects.
    * Target 1 face-down Spell/Trap card your opponent controls, destroy the targeted card.
    * Target 1 face-up card your opponent controls that has a effect that would destroy a card(s) on the field, negate the targeted cards effects until the End Phase this turn.
    You can only activate this effect of "Stardust Gunner" once per turn. You can use this card as Synchro Material for a Synchro Summon where this card is treated as a Level 8 monster.
    ATK/2000 DEF/2500

    So Stardust Gunner is a unique Xyz Monster that acts as Stardust Dragon while on the field but instead can detach a material to destroy a Spell/Trap card or negate the effects of a card that has a destruction based effect for the turn. Lastly it has the ability as a Xyz monster to be used as Synchro Material where it is treated as a Level 8 monster for that Synchro Summon.

    Ideally in Synchro Decks this card gives you techs with Debris Dragon to bring back a Level 4 monster with 500 or less ATK to Xyz Summon into this where this can then destroy backrow and protect you from destruction effects, then, if possible you can use this with a Formula Synchro to Synchro Summon into a Shooting Star Dragon.


  6. Bahamut Stardust Dragon
    lv 10 WIND
    Dragon/Synchro/Effect
    1 Tuner Monster + 1+ non-Tuner Dragon Synchro Monster
    During each of your End Phases: place 1 Cosmic Mega Flare Counter on this card. When this card destroys a monster by battle while it has 2 or more Cosmic Mega Flare Counters on it: inflict damage to your opponent equal to the destroyed monsters ATK. (Quick Effect) When your opponent activates a card or effect that would target or destroy cards on the field: you can tribute this card; negate the activation of that card and destroy it, then, inflict damage equal to the number of Cosmic Mega Flare Counters that were on this card before it was tributed x 1000. Your opponent cannot activate cards or effects in response to the activation of this effect. During the End Phase, if this effect was activated (and was not negated): you can Special Summon this card from your GY.
    ATK/3000 DEF/2500

    So Bahamut Stardust Dragon is a Synchro evolution of Stardust similer to Clearwing going into Crystalwing where this card needs a Dragon Synchro Monster instead of any Synchro Monster. The focus of this card is based on its Cosmic Mega Flare Counters which it gains during each of your End Phases it gains a counter where if it has 2 or more it gains the ability to deal Flame Wingman damage and like the original Stardust it can tribute itself to negate targeting a destruction effects where in addition to this it also deals damage to your opponent for every counter that was on this card before it was tributed.

    In Synchro Decks that focus on Dragon Synchro Monsters this card can be ideal to evolve a Level 7 or 8 Dragon Synchro Monster into using a Level 2 or 3 Tuner monster where the you will get your first counter on this when you end your turn. 


  7. 10 minutes ago, Darj said:

    IDK if it would actually work with Brave Neos because it doesn't specifically list exactly 2 materials, AFAIK. And even then, playing this combo just to mill Mist, or Malicious if you drop Neos Knight, and being locked of Special Summons fro the rest of the turn is a bit subpar. Usually you mill Mist or Malicious to start combos, not finish them.

    Well its more about how you make your plays involving these card as for example if you can set up a Link with say Solid Solider and Stratos into Wonder Driver and then play Neos Fusion into this milling Shadow Mist and Neos to make Brave Neos which then already nets you 2 HERO monsters from your deck into your hand (one obviously being Honest Neos for Defence/Offence plays.) while also milling 2 from your deck with the Neos Fusion.


  8. 3 minutes ago, Sleepy said:

    Somehow I didn't make the connection with the name originally xD That's fine then.
    What about the idea of forcing the opponent to attack with strongest monster first? If I was up against this card I'd probably reserve something like a boosted up Sheep Token to hit this first and ensure my opponent only gains like 400 LP. That might be a problem. 

    Made the edit so it cannot be targeted for an attack if theirs a monster in a zone it points to so your opponent has to deal to the monster ZERO Linkuriboh is pointing to first.


  9. 42 minutes ago, Sleepy said:

    Seems like a pretty alright life saver though it's a bit tame.
    Just thinking that your opponent could drop a monster with any amount of ATK to attack this card and force you Tribute it on something like 300 ATK for minimal LP gain.
    But the GY effect makes up for it into a better GY negate than stuff like Necro Gardna. It'd probably also be bait for Called by the Grave but that's fine since it means other stuff of yours won't be having it xD

    I think it could afford to at least have the ATK of a Kuriboh monster, and be possible to ladder with to make you less dependent on your opponent's whim.
    Or maybe have a clause where your opponent must attack with the highest ATK they have first so you are sure to always get something out of it, and/or force the opponent to play conservative on Main Phase 1 and do what they want until after the Battle Phase is over when they don't feel pressured to this.

     

    Regarding its ATK being 0 more so designed with its name being "ZERO" Linkuriboh. With Link 1's it tends to be a tad iffy on how you make them as they could be quite powerful if their requirements are very generic hence why I stopped it from being able to ladder plus you got to consider that this has a downward marker and when it does tribute itself it opens up the Extra monster zone for you.


  10. So this new set of Ojama Support helps give Ojama the power to Pendulum and Ritual Summon where the Pendulums help set up the Pendulum Scales with each other and can then summon themselves if you Pendulum Summoned only Ojama Monsters, then, each Pendulum can grant life or deal damage when used to summon a Ojama from your Extra Deck. Then we have the rituals based on Chess piece to continue from King and Knight which each of them have their unique ways of helping Ojama's where Queen acts as a new boss monster for them with 4000 DEF that can protect all Ojama from being destroyed by battle or by effects and can even destroy monsters by battle even with 0 ATK where it also inflicts damage equal to the destroyed monsters DEF.

    In all these Ojama Monsters should help with adding some new tactics in how you play them where their ritual can also by recycled by sending a Ojama card from your hand to the bottom of your deck.


    Ojama Stripes
    lv 2 LIGHT
    Scale: 1
    Pendulum: After activation: you can target 1 "Ojama Spots" face-up in your Extra Deck, place the targeted card in your unoccupied Pendulum Zone. When you Pendulum Summon "Ojama" monsters and only "Ojama" monsters: you can Special Summon this card from your Pendulum Zone. You can only activate each effect of "Ojama Stripes" once per turn.
    Beast/Pendulum/Effect
    When this card is used as Material to summon a "Ojama" monster from your Extra Deck: inflict 1000 points of damage to your opponent.
    ATK/0 DEF/1000

    Ojama Spots
    lv 2 LIGHT
    Scale: 3
    Pendulum: After activation: you can target 1 "Ojama Strips" face-up in your Extra Deck, place the targeted card in your unoccupied Pendulum Zone. When you Pendulum Summon "Ojama" monsters and only "Ojama" monster: you can Special Summon this card from your Pendulum Zone. You can only activate each effect of "Ojama Spots" once per turn.
    Beast/Pendulum/Effect
    When this card is used as Material to summon a "Ojama" monster from your Extra Deck: increase your LP by 1000.
    ATK/0 DEF/1000

    Ojama Pawn
    lv 2 LIGHT
    Beast/Ritual/Effect
    You can Ritual Summon this card with "Ojamaritual". This cards original DEF is equal to the number of "Ojama" monsters with different names in your GY x 500. When this card leaves the field, add 1 "Ojama" card from your deck to your hand. You can only activate this effect of "Ojama Pawn" once per turn.
    ATK/0 DEF/?

    Ojama Rook
    lv 4 LIGHT
    Beast/Ritual/Effect
    You can Ritual Summon this card with "Ojamaritual".  Once per turn during your opponents Battle Phase: you can target 1 monster your opponent controls, the targeted monster must attack this card if possible. If this card would be destroyed by battle or by card effect: you can send 1 "Ojama" card from your GY to the bottom of your deck instead. You can only activate this effect of "Ojama Rook" once per turn.
    ATK/0 DEF/2000

    Ojama Bishop
    lv 6 LIGHT
    Beast/Ritual/Effect
    You can Ritual Summon this card with "Ojamaritual". When this card is Ritual Summoned: you can add 1 "Ojama" Spell/Trap card from your deck or GY to your hand. During your Main Phase: you can discard 1 card from your hand; target 1 card on your opponents side of the field, destroy the targeted card. You can only activate each effect of "Ojama Bishop" once per turn.
    ATK/0 DEF/3000

    Ojama Queen
    lv 8 LIGHT
    Beast/Ritual/Effect
    You can Ritual Summon this card with "Ojamaritual". All face-up "Ojama" cards you control cannot be destroyed by battle or by card effects. At the start of the damage step, if this card battles an opponents monster: destroy that card, then, inflict damage to your opponent equal to the destroyed monsters DEF.
    ATK/0 DEF/4000

    Ojamaritual
    Ritual Spell Card
    This card can be used to Ritual Summon 1 "Ojama" Ritual monster. You must also tribute "Ojama" monsters from your hand and field whose total Level exactly equal the Level of the Ritual monster you Ritual Summoned. While this card is in your GY: you can send 1 "Ojama" card from your hand to the bottom of your deck; add this card from your GY to your hand. You can only activate this effect of "Ojamaritual" once per turn.

     

     


  11. Elemental HERO Blaster Bubbleman
    lv 4 WATER
    Warrior/Effect
    While you control no monsters or only "HERO" monsters, 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: you can have this card lose exactly 800 ATK instead. If this card is used as Material to summon a "HERO" monster from your Extra Deck: draw 1 card. You can only activate this effect of "Elemental HERO Blaster Bubbleman" once per turn.
    ATK/1600 DEF/1200

    So Blaster Bubbleman is a retrain of the original Bubbleman which acts as if it has Bubble Blaster already equipped to it. It also has its abilitys from the original Bubbleman enhanced to you can Special Summon it from the hand if you control no monsters or only HERO monsters and if used as Material for a HERO monster, this card lets you draw a card. Finally this card as mentioned act as if it was equipped with bubble blaster means it has a persudo protection effect similer to Shield Wing but limited to the amount of ATK this card has left instead of it being continuous each turn.

    Ideally in HERO's this card would be excellent for both offensive set ups as well as defence with its durability.


  12. ZERO Linkuriboh
    LIGHT
    Link: D
    Cyberse/Link/Effect
    1 Level 4 or lower Normal Summoned monster
    Must be Link Summoned. Cannot be used as Material for a Link Summon. While theirs a monster in a zone this card points to, this card cannot be targeted for attacks. When your opponents monster attack: you can tribute this card; negate that monsters attack, then, increase your LP equal to that monsters ATK. (Quick Effect) When you would be dealt damage by battle or by a card effect: you can banish this card from your GY; increase your LP equal to the damage you would of taken instead. You can only activate each effect of "ZERO Linkuriboh" once per turn.
    ATK/0 LINK-1

    So ZERO Linkuriboh is a Link 1 with some what generic summoning requirement of a Normal Summoned Level 4 or lower monster where it must be Link Summoned and cannot be used as Link material itself. The card itself acts as a Draining Sheild on legs that provides a Link Marker downwards to give you a Main Zone to summon a monster from your Extra Deck to, then, if your opponent trys to push for game by dealing a massive amount of damage this card can also banish itself from the grave to make it so that damage instead further increases your LPs.

    Ideally this card could be seen as handy defensive staple Extra Deck card when used effectively as its LP gain is aimed towards protecting the player and their monsters.


  13. Gimmick Puppet - Ancient Antoinette 
    DARK
    Link: DR
    Machine/Link/Effect 
    1 "Gimmick Puppet" Monster, except Link Monsters
    When this card is Link Summoned: you can target 1 monster in your opponents GY; Special Summon the targeted monster to a zone this card points and its treated as a Level 8 Machine "Gimmick Puppet" monster but its effects are negated and its ATK and DEF become 0. During your Main Phase: you can Banish this card; Special Summon 1 "Gimmick Puppet" monster from your hand, then, if the summoned monster is Level 4 or lower: the summoned monsters Level becomes 8. During the turn you activate either of this cards effects, you cannot Special Summon monsters from your Extra Deck except Machine Monsters. You can only activate each effect of "Gimmick Puppet - Ancient Antoinette" once per turn.
    ATK/0 LINK-1

    So Ancient Antoinette is a Link 1 Gimmick Puppet that sets up your Xyz monsters by getting a monster from your opponents grave and setting it up as a Level 8 Machine monster thats treated as a Gimmick Puppet and then you can banish it to summon a Gimmick Puppet from your hand where its Level becomes 8 if you summon a Level 4 or lower Gimmick Puppet from your hand where with both of these effects it locks you into summoning only Machine Extra Deck Monsters.

    Ideally this can be set up for Giant Grinder and Strings for Rank 8 Xyz monsters or with 2 machine monsters on the field make a Link 2 monster like Genius.

     


  14. Ultimate Machine King
    EARTH
    Link: L, DL, DR, R
    Machine/Link/Effect
    3+ Machine Effect Monsters
    This card, also Machine monsters this card points to gain 200 ATK for each Machine monster you control and in your GY except "Ultimate Machine King". During your Main Phase: you can tribute 1 Machine Monster this card points to; inflict damage to your opponent equal to half of the tributed monsters original ATK. When this card is destroyed by battle or by an opponents card effect and sent to the GY: you can banish 2 Machine monsters you control and/or from your GY except "Ultimate Machine King"; Special Summon this card from your GY. You can only activate each effect of "Ultimate Machine King" once per turn.
    ATK/3000 LINK-4

    So Ultimate Machine King is a Link 4 that gains ATK like the other Machine Kings but gains the boost from both the field and GY while also granting that boost to Machine monsters it points to. In addition Ultimate Machine King can also tribute machine monsters in order to deal some effect damage and when this card is sent to the grave by the opponent it can then resurrect itself by banishing 2 of your Machine Monsters.

    In any Machine Deck summoning this with the bare minimum monsters will grant you at least a 3600 ATK beatstick that can revive itself at least once with the number of Machine Monsters in grave. Ideally this card could be used in Qliphort to help with their Pendulum Summoning with this cards Link Markers as well as generating a large amount ATK while also being able to recycle your Qliphorts for burn damage through its second effect.


  15. 14 hours ago, Sleepy said:

    Must be Fusion Summoned with the above Fusion Material Monsters and cannot be Special Summoned by other ways.
    It is unaffected by the effects or be destroyed by battle with EARTH, WATER, FIRE, WIND or DARK monsters.
    When this card is Fusion Summoned, and during each of your End Phases: It's ATK becomes 10,000. 
    After damage calculation: You can have this card lose 2000 ATK, and if you do, it can attack a monster again in a row.


    - - - -

    Those are both my grammar suggestions and my suggested changes.
    -Rainbow Neos's Summon condition which cannot be substituted for or brought out other ways.
    -Both effects that reset the ATK to 10k virtually achieve the same thing except the "When Summoned" one also does for the DEF, but I don't think it'd make much of a difference.
    -My way of mixing the battle immunity and the effect immunity is most likely not official but I like the idea of letting it be affected by DIVINE both ways so to not list all other Attributes again I put them together xD
    -I nerfed the multi-attacking effect. 10k to the face is already almost a game-finisher on its own, and to think your version can total 30,000 damage if all connect as direct attacks. That's a pretty sure win condition right there. If it has to attack monsters to keep attacking I think it can still OTK with ease but it'd be a bit more fair IMO.

    Materials are actually more tricky than I expected. The deck with the biggest shot at bringing this out is probably Red-Eyes, but it needs some setup and probably use the Fusions rather than Main Deck monsters.
    Or a Blue-Eyes deck with the field spell of the DARK deck teched in xD

    Made the edits as you advised and when asking about the multi attacking effect I mentioned before it was designed as a evolution based Fusion using 3 FHD where its support to reflect the attacks from each of its five heads.


  16. So this set focus's on helping speed up and support LV monsters as well as give some existing LV monsters some more powerful forms where the RPG monsters help with searching and summoning while the Spells support with Leveling up your monsters.

    RPG Cleric
    lv 4 LIGHT
    Cyberse/Effect
    During the turn this card was Normal Summoned: you can Normal Summon 1 "RPG" or "LV" monster in addition to your Normal Summon/Set (You only gain this effect once per turn.) 
    ATK/1000 DEF/1000

    RPG Magus
    lv 4 DARK
    Cyberse/Effect
    When this card is Normal Summoned: add 1 Spell Card from your deck that list "LV" monster in its text from your Deck to your hand.  You can only activate this of "RPG Magus" once per turn.
    ATK/1200 DEF/1800

    RPG Knight
    lv 4 EARTH
    Cyberse/Effect
    When this card is Normal Summoned:  you can Special Summon 1 Level 4 or lower "LV" monster from your deck in defence position. You can only activate this effect of "RPG Knight" once per turn.
    ATK/1800 DEF/1200

    Dark Mimic LV5
    lv 5 DARK
    Fiend/Effect
    You can Special Summon this card by tributing 1 "Dark Mimic LV3" you control. When this card is destroyed by battle: draw 1 card, but if this card was Special Summoned by its own effect, draw cards equal to the number of "Dark Mimic LV" monsters in your GY with different names instead. You can only activate this effect of "Dark Mimic LV5" once per turn.
    ATK/1000 DEF/2500

    Mystic Swordsman LV8
    lv 8 EARTH
    Warrior/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned by tributing 1 "Mystic Swordsman LV6" you control. At the start of the damage step, if this card attacks a face-down Defence Position monster: destroy that monster, and if you do, send it to the bottom of your deck instead of the GY. Each time a card is sent to the bottom of your opponents deck by this cards effect, inflict 800 points of damage to your opponent.
    ATK/2800 DEF/2300

    Ultimate Insect LV9
    lv 9 WIND
    Insect/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned by tributing 1 "Ultimate Insect LV7" you control. While you control this this card, reduce the ATK of all monsters your opponent controls by 900. Monsters your opponent controls with ATK equal or less than this cards ATK cannot attack.
    ATK/3100 DEF/1700

    Horus the Black Flame Dragon LV10
    lv 10 FIRE
    Dragon/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned by tributing 1 "Horus the Black Flame Dragon LV8" you control.  When a Spell card is activated (Quick Effect): you can negate the activation, and if you do, destroy it. Once per turn when a Trap card is activated (Quick Effect): you can negate the activation, and if you do, destroy it. You must control this face-up card to activate and to resolve each of this cards effects.
    ATK/3500 DEF/2400

    Armed Dragon LV12
    lv 12 WIND
    Dragon/Effect
    Cannot be Normal Summoned/Set. Must be Special Summoned by tributing 1 "Armed Dragon LV10" you control you control. Once per turn: you can discard 1 card from your hand; destroy all cards on your opponents side of the field, then, inflict damage to your opponent equal to the number of cards destroyed by this effect x 300.
    ATK/3800 DEF/3000

    Level Up Mimicry
    Spell Card
    Target 1 monster you control, then, banish 1 "LV" monster from your GY; the targeted monsters name, Type and Attribute are treated as the same as the banished monsters until the End Phase this turn. If you Special Summon a Level 8 or higher "LV" monster during the turn you activated this card, draw 1 card.

    Level Up Draw
    Spell Card
    Shuffle 3 "LV" monsters from your GY with the same Type and Attribute but different Levels into your deck; draw 3 cards. You can only activate "Level Up Draw" once per turn.

    Level Up Flash
    Quick Play Spell Card
    Tribute 1 "LV" monster you control; Special Summon 1 "LV" monster from your Hand or Deck with the same Type and Attribute as the tribute monster whose Level is higher while ignoring its summoning conditions. If a "LV monster you control would be destroyed by battle or by card effect, you can banish this card from your GY instead.

    Auto Level Up
    Continuous Spell
    Once per turn: you can tribute 1 "LV" monster you control; Special Summon 1 "LV" monster from your Hand or Deck with the same Type and Attribute as the tribute monster whose Level is higher while ignoring its summoning conditions.
     


  17. Oblivion God Dragon
    lv 12 DARK
    Dragon/Fusion/Effect
    3 Level 8 or higher DARK Dragon Fusion Monsters with the same name
    Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. When this card is Fusion Summoned, and during each of your End Phases: its ATK becomes 10000. It is unaffected by the effects or be destroyed by battle with EARTH, WATER, FIRE, WIND or DARK monsters. After damage calculation: you can have this card lose 2000 ATK, and if you do, it can attack a monster again in a row. You can only control 1 "Oblivion God Dragon".
    ATK/5000 DEF/5000

    So Oblivion God Dragon which is designed as a final boss type of card is a powerful Fusion Monster that can be summoned 10000 ATK and DEF and have full protection against all monsters except for Light monsters. In addition this card can also make additional ATK during a battle Phase by reducing its ATK by 2000 allowing it to attack for 10000, 8000, 6000, 4000 and then 2000 where at the end of the turn it resets back to 10000.

    So of the key methods of balancing such a powerful monster like this are making its fusion requirements require 3 Level 8 or higher DARK Dragon Fusion Monsters with the same name meaning the easiest way you could summon it is if you managed to get 3 Starving Venom Fusion Dragons out (where in addition you would also need a Fusion Spell to summon this.) In addition I also added that its summoning conditions cannot be ignored (even though this is not an official term thats been used in Yu-Gi-Oh it helps avoid easy plays from decks such as Guardragons) and lastly you can only have 1 Oblivion God Dragon on the field at a time making it so you don't have the case of you or your opponent face down 3 of these as facing one would be enough of a challenge as it self.

    As Mentioned a Deck using Dark Dragons like Starving Venom Fusion Dragon that can summon multiple out on the field to then summon this the best way to go around summoning this card where ideally you could utilize this in a DARK Dragon/Predaplant Deck where you focus on Fusion Summoning only Starving Venom Fusion Dragon in order to set.

    Also for some Trivia this card was designed as a form of evolution from Five Headed Dragon as the original design for this required 3 Five Headed Dragon though I eased the summoning requirements a bit to what it has for the case that I added the cannot ignore summoning condition clause.


  18. Well heres my entry.

    Trinity Construct - Gate Guardian 
    lv 11 DARK
    Warrior/Fusion/Effect
    3 Level 5 or higher Monsters with different Types and Attributes
    Must be Fusion Summon by sending the listed Fusion Materials you control to the GY (You do not use "Polymerization".) During damage calculation in your opponents turn, if this card is being attacked: you can target the attacking monster; make that targets ATK 0 during damage calculation only (This is a Quick Effect.) When this card leaves the field, you can Special Summon 3 Level 5 or higher monsters from your GY with different Types and Attributes in Defence Position. You can only activate each effect of "Trinity Construct - Gate Guardian" once per turn.
    ATK/3750 DEF/3400

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